ZBrushCentral

sculptris to zbrush... loosing all the smoothness

hi
I love to use both applications, zbrush and sculptris.
But if I have sculpted something in sculptris and use GOZ to bring it into zbrush, I always end up with the object that looks like “devide without smooth”.
You can easily see the transition between the triangles. although the object is very dens, I have to use the smooth brush and to go over it by loosing all the fine details.
Do I have to press a special button? Maybe an option in sculptris.
Sculptris and Zbrush are both standard installed. Didn´t change any options.

Any idea?
Thanks in advance.

Yours Hilmar

Smoothing features don’t actually modify the object’s geometry; it changes the way the shading is calculated across the surfaces, giving the illusion of a smooth surface. Most 3D programs default with a smoothing display. Some have the option to turn this off and use a flat shading display of your 3d model. Sculptris defaults with a smoothing display and has no option to turn it off. This is one reason why you don’t really see much flat hard surface models produced out of Sculptris. Zbrush doesn’t really use a smooth display as default. It does have one but it’s limited and you can’t sculpt your model while it’s turned on.

Another issue is Zbrush isn’t that great with triangles but instead is designed with quad faces. Sculptris is designed with pure triangles. You can bring an all quad model into Sculptris and modify and sculpt it without converting to triangles but once you use any dynamic tessellation, e.g., brush strokes with quality turned up at all, it will switch the quads to triangles. Without the intention of using dynamic tessellation, Sculptris’ main feature, there’s usually no reason to bring a model into it for editing.

Personally I stopped using Sculptris once Dynamesh became available. There are other users where I work that still like Sculptris but I have a process to bring their Sculptris models and edits into Zbrush for additional detailing and final modifications. I would recommend learning Zbrush better. Sculptris is a great option for users new to digital sculpting or 3d modeling in general. It’s also great that it’s free. However if you have Zbrush available it’s a much better tool. If you want to use both it’s generally better to use Sculptris to start out but finish the fine details in Zbrush. If you’d like I can post my process of bringing models between Zbrush and Sculptris without losing any details.

One issue I have with Sculptris is that it adds too many triangles for the level of detail it adds. This can be reduced with the reduce brush but I prefer a decimation process in another program like Zbrush.

Hi MentalFrog
thanks for your answer. It would be great if you could post your worklflow.
I am using Zbrush quite a long time, but was surprised how easy sculpting could be without any program trouble. Sculptris is very easy to use and for my purposes (just sculpting) perfect. Even the screenview is enough for me to take screenshots of the model. In Zbrush there are so many buttons you must know, to get the same result. For example: right now I just want to use BPR to get a simple rendering of my model. In older versions this was a very easy process. Now… oh man… cant get rid of hard shadows caused from just one light. I know, I cant use a MatCap with regular lights, so I have chosen baic material. But even with this material… no way. I can crank down all the shadow intensities and so on, alter the curve… no difference :frowning:
Therefor I love to sculpt with sculptris. Just be creativ… without the limitations of not existing hard program skills.
Thanks
Hilmar

Hi - read michalis thread in sculptris section. Much to much info to repeat it.
http://www.zbrushcentral.com/showthread.php?143454-My-beta-testing-doodles

May render in blender is an option? Also well described. Quasi retopo in zBrush - you will find everything there, I guess.
If not look in his thread in ZBC section.
He also described quasi retopo in zBrush in 3dcoat forum…I still can’t remember how, always have to read :rolleyes:

Cool! Thanks a lot. Yep, thats the problem I ment. In his second image you can see the problem very strong at the legs.
Thank you in advance. I will try his workflow.
Yours Hilmar