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TIGSource ForumsDeveloperArt (Moderator: JWK5)Sculptris
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Bood_war
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« on: December 20, 2009, 08:17:12 AM »

What have you guys made?
http://drpetter.se/project_sculpt.html
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kyn
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« Reply #1 on: December 20, 2009, 09:35:53 AM »

Hells yes, I actually like this better than zbrush.
Zbrush was too overwhelming for me, this just knocks it down to the essentials.



EDIT:
« Last Edit: December 20, 2009, 09:55:31 AM by kYn » Logged
jwk5
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« Reply #2 on: December 20, 2009, 10:46:42 AM »

Pretty interesting. You can get some neat looking stuff done up very quickly, here's what I got with 15 minutes of messing around:
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brog
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« Reply #3 on: December 20, 2009, 10:53:29 AM »


that link's totally backwards
Sculptris

tool looks cool, haven't tried it yet, definitely will.  since i make 3d games and have no modelling skills, i need things like this.
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moi
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« Reply #4 on: December 20, 2009, 11:44:59 AM »

Awesome.
next step should be fixing the tool to lower details and adding an option to export displacement textures
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subsystems   subsystems   subsystems
Bood_war
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« Reply #5 on: December 20, 2009, 05:31:23 PM »

Holy shit jwk5, that;s awesome!
Also lovin' the lizard, kYn  Grin
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Gainsworthy
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« Reply #6 on: December 20, 2009, 08:05:24 PM »

GOOD LORD, kYn. That's mervellous.

Sadly, Norton devours the .exe on my computer. Calls it suspicious. Anyone else have this problem?


EDIT: Suspicious.MH690.A, apparently. What is that, even? Apparently it's a tag for mutant virii or summat. Odd.
« Last Edit: December 20, 2009, 08:59:04 PM by Gainsworthy » Logged
Delicious
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« Reply #7 on: December 21, 2009, 12:05:49 AM »

Exact same problem, and I can't seem to find out how to fix it without removing Norton and I'm getting really jelious watching others have fun with this thing.  Concerned

I've posted this problem on the forums and the creator of the program is helping me get by it. I'll let you know if I succeed.  Tongue
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Blah Blah Blah <3
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Dave Matney
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« Reply #8 on: December 22, 2009, 07:39:12 AM »



I'm not an artist at all, and couldn't draw this to save my life, but this is my current project in Sculptris.
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"Have we grown so hard we can't feel right or wrong, or have we grown so cold we just don't care?" - Dave Matney
Wella
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The Noughties were good, eh?


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« Reply #9 on: December 23, 2009, 12:25:20 AM »

Oh my goodness, that thing will haunt my dreams.
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Dave Matney
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« Reply #10 on: December 23, 2009, 09:20:50 AM »

Oh my goodness, that thing will haunt my dreams.

It's the underbite, isn't it?
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"Have we grown so hard we can't feel right or wrong, or have we grown so cold we just don't care?" - Dave Matney
JMickle
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« Reply #11 on: December 23, 2009, 09:53:18 AM »

i haven't got a mousewheel, so i cant soom out. kinda ruins it for me Sad
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Danrul
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« Reply #12 on: December 23, 2009, 01:43:12 PM »



I'll just leave this here.
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Richard Kain
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« Reply #13 on: December 29, 2009, 01:50:20 PM »

I was very impressed by this program in general. But I think I was most impressed by the dynamic detailing. The polygon density of the model increases based on where you are adding the most detail. So if you start sculpting more detail into a specific area, the density will autmoatically start going up in that area. This is something that most sculpting programs don't do. Normally, you have to have a greater density in that particular area of a model from the word go.

I also found it interesting that Sculptris is based on tris, as opposed to quads. Most sculpting programs encourage the use of quads, and the proper application of edgeflow. In Sculptris, such considerations are unnecessary.
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squidkid
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8-)


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« Reply #14 on: December 29, 2009, 07:31:03 PM »

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Enough talk, have at you!
Eraser
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« Reply #15 on: December 29, 2009, 07:38:04 PM »


"Why did you create me?!"
Poor feller.
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Danrul
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« Reply #16 on: January 04, 2010, 03:22:20 PM »



Just started playing around again.
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Hempuliā€½
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Sweet potatoes.


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« Reply #17 on: January 06, 2010, 12:20:59 PM »

Sculptris should've been in the hands of Doom/Quake monster designers back then.  My Word!

Nice work, here!
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