Big surprise…NO MAC VERSION!!!
anyone got it working on mac? it runs with crossover and it works pretty fast, but if i press any command key it freezes and then i have to force quit it. it does recover my work so that’s cool, but i can’t undo, redo, lock camera etc.
actually, all i can do while sculpting is press option, which allows me to pivot. i can’t pan, nor zoom. just pivot and sculpt. i’m gonna see how far i can get with this basic functions. the automatic mesh build up is pretty incredible and a great time saver. i hope this get’s integrated in zbrush. i tried the voxel modeling in 3d coat and it was laggy.
Original Sculptris was not written for use with Mac. The developer was a PC coder and it was developed as a free app. If it’s going to have a MAC edition, then it will be solely up to Pixol to have it done.
you might of missed the part where i said it runs with crossover which is a mac os x application to run window apps without installing windows. the functionality is very limited, like the lack of shortcuts and no pressure control, but you still get a good feel for the program which i’ve been playing with for the last 2 hours and i’m really enjoying it.
edit: you can actually recover from the freeze by switching to another app and back to sculptris - this makes everything so much easier.
Sorry i did not intend to offend. It would be great if there was a native Mac version for you all tho. Emulators can be a pain at times from what I hear. For both Mac and Linux users. Perhaps its the Unix code base they both use…
for Mac users (as myself) I have tried both native wine, crossover and parrels running sculptris, but the one that worked best came from this thread on the original Sculptris board.
Unfortunately it seems the author pulled the links, as he was afraid of copyright infrigments since Pixologic now owns Sculptris. It would be nice to get some official statement from Pixologic regarding Sculptris for mac, and if we would be allowed use the mentioned .dmg’s…?
On my macbook pro it seems 1.02 crash quite abit, but the difference between 1.01 and 1.02 are slight. I’ll recommend sticking with the 1.01 version (if you can find it) until Pixologic comes out with a native Mac version of Sculptris. (plz, Pixologic)
cheers,
boom
Hi guys,
I’m a concept artist and have regularly used Sculptris to quickly sculpt forms to combat difficult perspectives for model sheets. It also helps with referencing how light affects matter and therefore greatly aids my painting. It really has been a huge help in my workflow. After seeing how helpful it was I happily made a generous donation through the Sculptris forum.
Like google Sketchup, it has massively helped this old skool ‘2der’ to use 3D in a managable way. I’ve tried using Maya, Zbrush ect but just can’t get my head round them.
PLEASE keep this software seperate to Zbrush. I’d probably happily pay for future regular updated versions, but keep it as standalone software. I have no intention of using Zbrush or making super detailed models.
Thanks
Here’s an example of me using Sculptris
Icredible, thanks.
I just gave it a try … AWESOME, TKS.
SeanJM- I love the simple compartmentalized interface designs. Seriously wish they revamped Z4 using your GUI knowledge. Zbrush is definitely a swiss army knife compared to other sculpting apps but it’s not wise to keep adding new tools without revamping the UI- things tend too get way too cluttered and unintuitive. I love the idea of dividing things up into sculpting, topology, and painting workspaces.
I also really dig the self adjusting tesselation when you sculpt! Seems like the crease brush actually works more smoothly than the damStandard because of the way it deals with geometry. The inclussion of traditional polyginal (Edge, Loops, etc) tools is also well overdue- please tell me Z4 is going to merge these features!
I am a bit confused as to why Pixo is showing this off right before launching Z4- Both apps are basically the same tool at it’s core. Is this going to be a separate app or is this going to be the new interface for Z4 or Z5? Please let it be Z4!!!
Much respect,
-TK
I love it…Thank you!
i really like that automatic tesselation/subdivision thingy but it gives us tris not quads as zbrush demands
of course that can be quickly changed in 3dmax and co but the edgeloops will be kinda wonky at best, would be really cool if it would be possible to use quad tesselation instead if that even works
i really dont like retopologization, takes up too much time which could be spent being creative instead if an algorythm could do that
nevertheless amazing tool
but as said before, try to make the interfaces of both appz, zbrush and sculpty resemble one another, it would be much easier for endusers, at least most of the hotkeys are similiar so far, thats a start
I also really dig the self adjusting tesselation when you sculpt! Seems like the crease brush actually works more smoothly than the damStandard because of the way it deals with geometry. The inclussion of traditional polyginal (Edge, Loops, etc) tools is also well overdue- please tell me Z4 is going to merge these features!
I am a bit confused as to why Pixo is showing this off right before launching Z4- Both apps are basically the same tool at it’s core. Is this going to be a separate app or is this going to be the new interface for Z4 or Z5? Please let it be Z4!!!
As for the timing, I think that among available options it was the best outcome in a set of options in which all other outcomes were mostly likely worse.
From what I can tell this dynamic tesselation is a non trivial accomplishment that trumps even the voxel based approach. The choice to ignore Sculptris due to potential bad timing of the launch of ZB4 IMHO could have had far worse consequences.
In the current scenario at least we have the hope that ZB will at some point be getting dynamic tesselation. And they are probably also very happy that Dr. Petterson chose to join them as the ability to take a large challenge and transform it into an easy to use function is pretty huge.
Sculptris will not be the new interface for Zbrush 5. Its too simple for all the tools needed for Zbrush.
Actually the new interfaces that SeanJM posted ealier in this thread would work perfectly with some minor modifications
uh, no. leave that for a full sculptris release. Zbrush UI is fine. really. You cant fit all the Zbrush gadgets in so simple of a UI.
The UI is pretty straightforward and simple, maybe leaning a bit towards ahem Mudbox, which is very well organized. I tend to get lost in the cluttered Zbrush UI and submenus. Only thing I regret, is that Sculptris gets quite slow when the meshes get too big, but I guess thats my own fault, for blowing it up so much. Having some problems sculpting the legs of this character, its very slow.
Gridlost- Take a look at the interface designs that were posted earlier in this thread (NOT the current ui of the alpha release). If you take a look at the top center you’ll see that there are links to THREE different workspaces. Think of it this way: it’s like having a desk with THREE drawers to organize all your tools by tasks (all of Which are just a click away) rather than trying to shove all of your tools in ONE drawer…