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Scultptris 1.0 Released (Like Mudbox or ZBrush)

PostPosted: Sat May 22, 2010 4:37 pm
by PhilBo
Check out this great application similar to ZBrush or Mudbox for sculpting (I know...it's not the same.) It has dynamic increase of mesh density so that you can continue to add in areas without having to go back and modify the base mesh. It has some great texturing options such as exporting to Photoshop and reimporting the painted geometry. You can paint textures and create bump maps as well. It's pretty cool.

http://www.sculptris.com/

Here's an overview video here: http://www.youtube.com/watch?v=6DNRg6pdNeE

I haven't tested it thoroughly, but it seems to export to Octane properly. It looks to be a great addition to any modelers toolbox.

The author is trying to see how a donation system would work instead of charging for it. So if you like it, please throw a couple of bucks (or more) his way.

Phil

Re: Scultptris 1.0 Released (Like Mudbox or ZBrush)

PostPosted: Sat May 22, 2010 4:42 pm
by thwak
I will add my encouragement to go check this little app out. I have been using it for a while now and it is just intuitive and fabulous! It and Octane are a great combo.

Re: Scultptris 1.0 Released (Like Mudbox or ZBrush)

PostPosted: Mon May 31, 2010 10:01 pm
by tforgo
Amazing software! Here is my first try.

Image

Re: Scultptris 1.0 Released (Like Mudbox or ZBrush)

PostPosted: Tue Jun 01, 2010 12:36 am
by 8Eggar8
A little curious about
'why is if free...?'

Re: Scultptris 1.0 Released (Like Mudbox or ZBrush)

PostPosted: Tue Jun 01, 2010 12:39 am
by 8Eggar8
8Eggar8 wrote:A little curious about
'why is if free...?'



Duh, just read the last part of Philbo's head post.

oops!

Donations?

(no guilt on my shoulder with that one, - purchased 3d-coat)

Re: Scultptris 1.0 Released (Like Mudbox or ZBrush)

PostPosted: Wed Jun 02, 2010 12:11 am
by tforgo
Sculptris has some simple realtime shaders. That is looking awesome. Can this shaders be recreated inside octane render? (can't test it... still ati on board)

Small PNG bitmap is reflected using falloff technique. So if we have PNG 100x100 pixels every triangle on the mesh facing towards camera would reflect center pixel of the PNG bitmap, and every triangle of mesh that is slightly angled would reflect pixel color away form center on that bitmap PNG. I guess this is common type of faking reflections in games.

Sorry for my poor english :)