ZBrushCentral

Dynamic Tessellation feature like in Sculptris?

I first saw this feature in Sculptris (which BTW is free and amaizingly simple to use sculpting software). Dynamic Tessellation is great and in 90% situations more usefull feature than ZSpheres. I tried it and I know what I’m talking about.

I wouldn't even ask for this feature but somehow I'm afraid that Sculptris developer could stop devloping his software. at least he said it's not his 1st priority. On [this video](http://vimeo.com/11860921) you can see how easy it is to add more geometry to a simple sphere. So basically, you can start with a sphere and end up with complicated tree that has hundreds of branches and without streching the polygons cause you are allways adding new ones. And later you can even add few more branches (or whatever) whithout leaving the mode you are curently working in. That also means that large areas of the same mesh can have 10 times less polygons than detailed areas. So on the same mesh you can have bigger area with subd level 1 and smaller areas with subd level 7. Adding wrinkless and pores on entire mesh? By painting bump or displacement map directly on the mesh. Tried it. Works great. Triangles? Yes, Sculptris works with triangles but that's not the problem cause you have to retopologize anyway. In oter 10% of situations it can not be compared to ZSpheres. I LOVE ZSpheres and ZSketch and all wonders you can do with them. Especialy creating tubes and pipes.

Anyway, please think about adding this feature or paying Tomas Pettersson (Sculptris developer) to do that for you:)

Sculptris does some things better period. I would love zbrush to adopt some of these features. The crease brush is a MUST!

@Muddpitt

I think that Damien’s Standard Brush threats surface in the same way.

Hey, I’d never heard of that before – pretty fun to play with.

The auto-tesselation is neat, but you can accomplish much the same thing in ZB by masking an area and subdividing it. The way sculptris does it is handy for creating quick geometry for pulling away from the surface without stretching though. Its also quicker. (much much quicker). Allows for some interesting ‘fractal’ detail.

I like the bump painting. Although I suppose creative use of projection master and displacement mapping could do much the same thing. What I really like is multi-material masking. Creates a smooth transition from one material to the next.

But subdividing while any part of your mesh is masked is not good at all TMU? It creates pinch’s amongst other problems.

Partial subdividing can be quite useful for localizing detail; you need to treat the boundaries carefully to avoid the ugly pinching, but I noticed that a similar thing occurred with sculptris.

Generally, any final mesh I use will either have fine details separated out into subtools, or carefully topologized in to avoid that problem anyway. Retopo is a given in either tool.

Predicting the future :slight_smile: