ZBrushCentral

A Gift From Pixologic

This is true. And I accept that saturation is natural as technology and entertainment advances… like YouTube taking over cable TV and allowing creative and talented people to get discovered. I admit, that I’m just in no rush to get crowded out since I’m not a professional with security from a big company, I’m on the border line of making pretty art for less, and competition with others like me is always rising. A barrier of entry protects those who are already in from too much saturation too fast. But I admit, these are personal ideas and feelings, and I would also love to hear how practical it does/doesn’t sound to a pro.

I understand your POV as well. I don’t doubt for a moment that if I’d been around to see such changes in the community and forums, I’d feel saddened also. And I also hope that an intermediate form of Sculptris is released! If it allowed retopo, or texture baking, I admit I would be thrilled… I would still buy Zbrush to pose more detailed models for 3D print, so it wouldn’t be bad for ZBrush in my eyes. I also am hopeful that Pixologic will make Sculptris into something where I can finish up a mesh and send it off to someone ready for rigging with one program. I’d pay for a Sculptris like that. :slight_smile:

You might also check out 3DCoat. It about a quarter the cost of Zbrush, has Sculpting, auto-retopo, Painting and more. The new Blender has Dynotopo (similar to Sculptris), Snap tool (for hand -retopo) and Shrinkwrap (if you wanna just start with a simple box model around your finished product and then subdivide). And Blenders sculpting tools are similar to Zbrush, mirroring the stroke rather than the vertex order, allowing for symmetry and asymmetry to exist in the same model. Wings3D has had sculpting for a bit. I’ve shown several ways to use Wings3d functions to produce similar geometry to what can be produced with Zbrush. Depending on your needs, there’s also Meshmixer, which can do simple extrudes and extracts from Sculptris exports. This is great for making clothing and adding hair to Sculptris models. The biggest problem with Sculptris isn’t in the program. In fact it’s so easy to use that it attracts bitchy, noob users that haven’t got a clue, and wont bother digging around here to get one. Every problem, every concern, every flaw has been discussed here numerous times, and for many the answer is to download another free software and continue your work in that program. From Retopo to Render, Baking to Rigging and animation, Everything’s been discussed right here in the last 4 years, you just gotta find it. No, it’s not Zbrush, but there’s a round about way to do everything you want, it just takes a little more time and a little know-how. That’s why they can charge so much for Zbrush!! I use a combination of Sculptris, Wings3d, Blender, Paint.Net, an a little UV program called RoadKill. With this I can build for Daz Studio, Trackmania, 3DRad, and UDK (although I’m not great with this one yet!)

I’m a little OT but… I’m trying to get a grip on meshmixer’s sculpting system. The program has a lot of features: booleans, sections planes, zbrush like symmetry, clone tools, and best of them all is the speed of the program. Even while sculpting the performance is impressive, I can go up to 2 milions tris and rotate and scale the object as if it was a light weight, and after 1 Mil tris I can still sculpt almost without lags even with adaptive topology on. The only problems are the sculpting tools that sucks a lot and is quite unstable when there are many tris and I try some advanced features, but beside that is a wonderful program and it did huge leap forward since the beginning, the most impressive was performance wise, it was slower than blender and now is incredibly smooth.

EDIT: after a fast research I’ve found the missing knowledge to use blender’s sculpting tool more effectively, I will try what I’ve found to have an exact comparison but I think I could reach around 4 millions tris and have some stability left.

You don’t need 4 million Polygons. Scultpris lets you paint straight to Normal map, straight to texture. The Million Polygon thing is for Zbrush, because in Zbrush your “Vertex Painting” … assigning colors to the Vertices, edges, and polygons. Zbrush then “Bakes” the Texture and Normal Maps to an image. Sculptris lets you paint straight to the Normal and Texture maps, bypassing the need for Millions of Polygons. Understand, Zbrush million+ polygon models are Useless outside of Zbrush … it’s the low-Poly with Textures and Normal map that you want! Sculptris along with say Blender, Wings3d and Paint.NET is just a different way of getting there.
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Wow, justadeletedguy… I totally put my foot in my mouth, honestly, I haven’t been using Sculptris’s paint feature yet because I’m still doing a lot of research on coloring and texturing 3D models in general, and working mainly with Blender and learning one thing at a time so it’s like being in a big dark room with a flashlight… don’t see the door right next to me, lol. I also heard some griping about Sculptris’s quality level on other forums, so I put off learning it’s features, and wish I hadn’t now. Well, guess I’d better let people get back to bashing Pixo in this thread and myself back to learning in the productive threads lol. You floored me with some great tips, and telling screen-captures, thank you…

Only one question we have. Is Sculptris still in development yes or no?

As a user who has watched development on this and several other projects: I doubt it. I haven’t seen any hints that it is, then again, I haven’t parsed the entirety of the forums and site here. Although Pixologic is the only one that can answer definitively - they probably wont give an answer as doing so would probably cause a lot of casual artists to stop checking in. They’re hoping that if casual artists keep checking in, they’ll see the features in zBrush and if they ever stop being causal artists and start doing this for money, they might invest in zBrush as a tool.

Points against it continuing development: Scupltris has become pretty unnecessary at the moment. Even tools like Blender are incorporating similar functionality, and have a far larger support base. Blender has an insane learning curve for anyone just getting into this sort of thing - which is a point in sculptris’ favor because scuptris feels natural and is easy to use. Then again, just try to wrap your head around Maya or Zbrush without watching a lot of tutorials. Also there are issues with the meshes that Sculptris produces, which when you bring them into other applications require either extreme decimation before export or a lot of optimization once you’re in your target app - or both. Finally, Scuptris’ feature set might get incorporated directly into zBrush when they work out the tessellation issues (triangles bad for geometry, so you need a geometry cleaner in the system which adds a lot of processing weight to the subsystem. It depends if better geometry algorithms crop up in the future.).

Had the project remained semi-open or gone full open-source it would have garnered some community support and input plus if the developer lost the edge on it someone might have forked it or picked it up. Seriously, though, lots of projects like this one fizzle and die. I think there’s a lot of utility for an app that just does one thing really well. But, I think what the sculptris designer was looking for was to show of his skills at developing an application of this nature, and get picked up by a software company like Pixologic. A steady source of income or food on the table is always a number one priority. You can’t develop good software for people if you’re starving to death. I don’t blame the dev for taking that route. He gave us an amazing tool that is still usable even if it is losing its relevance. We got it for free and it got him a job.

Its still on my desktop, but with all the other tools, its lost a bit of its shine.

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I use Sculptris all the time, like almost every day, if my computer is turned on, ZBrush and Sculptris are both running.
I think its going to come out at the same time ZBrush 5.0 comes out, Pixologic just doesn’t talk about their plans. Sculptris is still the best sculpting program I have ever seen and this is simply because it fun, easy to learn and VERY easy to teach. Your mention of Blenders sculpt tools got me laughing, they, in comparison to Sculptris are simply hidious (I have been using them since they began and honestly they have gotten MORE aggravating, not less!). The only things I have seen that come close are MeshMixer which I can’t stand (Im not even sure why), and SculptGL which is actually seriously cool and IS open source. My reasons for thinking that Sculptris is is going to come out as maybe v.1.0 at the same time as ZBrush 5.0 is simply that the two are STILL a perfect pair, to me flipping back and forth now between ZBrush and Sculptris using GoZ is totally natural (though slightly buggy), I think all those bugs will be squashed, some of the painting stuff improved and somewhat tighter integration between the two. Sculptris not only caused me to buy ZBrush, it has helped me convince over a dozen other people to get ZBrush simply because Sculptris was so good they got hooked and wanted more, the gateway to ZBrush theory is not a theory. I think its very much in Pixologic’s interest to continue it, but thats just what I think, they aren’t talking and the silence is deafening.
I betcha its gonna be AWESOME!|

This is an amazing app, one of a kind, but I can’t help but feel it’s gimped by the lack of polish/planar brushes and more advanced masking tools. Will they ever add more brushes ?

Well Sculptris has not been updated since 2010 so don’t hold your breath.

thank for breaking innovation, ‘cool’ creativity :slight_smile:

Great Program! The only thing I realy miss is a twodimensional scaling. Would the scaling-tool be able not only to change the size of objects but also to stretch them, the program would be much more fun. Because you could easely make strings and long objects.

Has someone been able to run Sculptris on the latest WINE?

Just picked up some hard surface brushes from zbrushcentral

|There is now something called ZBrush Core, its not Sculptris and its not ZBrush, its less than both and costs more than Sculptris.
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SO all of my optimism about the fate of Sculptris seems like (since Pixo has a policy of never saying what they are doing) a waste. I would love to be proven wrong but its almost 2017 and they haven’t touched it in about half a decade.
Heres where I simply switch gears and refuse to be daunted short sightedness:
http://stephaneginier.com/sculptgl/

This is as good as Sculptris now with a few small snags which I will get to in a moment.
Here’s what’s good about it:

  1. Its free.
  2. Its stable.
  3. its VERY fast.
  4. IT IS OPEN SOURCE!!!!!
  5. It has all of the tools Sculptris has and a few more.
  6. Its painting tools actually work.
  7. You can actually sculpt AFTER painting.
  8. IT IS OPEN SOURCE!!!!! I said that already didn't I?
  9. But wait, there's more!
  10. Its super easy to learn.
  11. Its super easy to use.
  12. Its 100% cross platform, if you can run a web browser that supports HTML 5 you are all set.
  13. Its got a standalone version for Linux and Windows.

Here are the snags:

  1. Wacom support disappeared a few versions ago, but as I said above, IT'S OPEN SOURCE! (Old version: http://stephaneginier.com/archive/sculptgl0/ )
  2. It's a bit ugly to look at, it needs a beautiful GUI like Sculptris has.
  3. Um... That's about it I think.

It seems to me that with a little work (hahaha!) wacom tablet support could be introduced again and a nice GUI could be added to it.
There is a user here.
His name is Taron…
I betcha he could make those two things happen.
If he does, we should all collaborate on a GUI.

GRIN!
Hi Taron!

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Good to hear, but what is the story with the MAC OSX version?

That is something Apple did as far as I know, there’s mention of it in the bug reports in the source code repository, Im not sure how its going with fixing it because I dont have anything made by apple. I do know that apple’s support of things like html5 is spotty at best, but I think that this should not carry over to something like chrome running on apple paper, which it did when I tried it awhile back on apple paper.
I should note here that apple paper seemed to hate everything I tried that had anything to do with html5 and did so in both safari and chrome.
This caused me to not get the device (apple paper I mean, its not just very expensive, but mostly incompatible as well). This stuff works on five year old cellphones, old laptops of both linux, bsd, and all the versions of windows i have access too.
So…
Long story short, Apple continues its age old policy.

I would love to team up with a coder (js, electron), fork SculptGL, and design the GUI for it. I’m a graphic designer and have been looking for non-client UI design projects for a while, this would be awesome. The problem is finding programmers who like to do personal projects. But if you find one, definitely count me in!! :smiley:

to Rename the most common functions in ZBrush/Sculptris to the same
Transpose - Rotate Brush (ok unfair because Transpose can do more…)
the move-brush to grab