![]() IMO it is the next logical step to poly-based sculpting. I spoke of it before this recent acquisition of Sculptris by Pixologic, and now it would be very plausible that this mix of techniques become commonplace for ZB users at some point. one day, the mixing of sculptris modeling, which is dynamically tessellated, ALONG WITH ZBrush's ability to reproject details with superb control, that will be a mix to be a powerful mix, which Pixologic MAY choose to do now. The math is there, nvidia has recently shown tech-demos of pieces of this in action. No.the biggest things to me that would be gains for pixologic are: A: ditch their idea of what a UI should be and go with the sculptris version B: Use the adaptive subdivision tech to help relieve the sub divide to oblivion method C: Use real paint tool methods- stop trying to re-invent the wheel that already been done- and just use what sculptris has to mentioned it before, and I know it is still likely to become one of the features that future POLY-based sculpting apps use:Īdaptive-localized-tessellation, with localized re-projection of underlying deformation based on the pre-cached-previously-non-tessellated-mesh. The funny thing is that the sculptris paint tools, while = to ms paint when compared to 3DC or Bodypaint, is light years beyond the current half baked zb method- so hopefully that will improve for all of those people looking to detail their models in it.Īlmost none of this solves the on going and problematic issues of using zb though- how do you get, easily and reliably, all of the goodness from zb into your standard 3D program? Half of the good stuff still lives and dies at the edges of its windows or requires un-necessary voo-doo IMHO. ![]() Until it's released and in the public hands, it's hype or vaporware given their track record. I'm not holding my breath though on ANYTHING pixologic promises, or reports to be doing. Besides.with GPUs around I think it's time they canned it and went with something more flexible and faster for the rendering side of things. The rendering in zb is garbage IMHO, granted, some people who like to torture themselves find it rewarding, and produce amazing things with it, but I like using a standard render engine and scene, with real shaders etc. Getting it to do quads, in real time, and optimized.well good luck to em! I feel this is one of the major points too.ĭon't you think there is s big difference between live optimization and putting it through the decimation in zb? I found the feature in zb amazing for things that were to be.not deformed.but if you were going to deform or add some modeling to it it's a nightmare IMHO.īesides, sculptris meshes are fairly light weight IMHO. A lot of expectations change between those two models of funding! I also wonder.how the "cool" factor is going to play out when something costs 600 bucks vs. ![]() They'll probably manage to make a detestable interface while their at it though! I'll be surprised to see a program with the functionality of sculptris AND zb in the next five years at the rate Pixologic works. He could have made it further on his own or with his own small team OR even just sold it for more in a year or so. Only problem is.didn't mudbox 1 have a similar adaptive style.but when it came to actually doing more flexible things with the model and changing resolution they had to abandon it? I'd much rather see that tech integrated with zb than mud - or at least continue development as a stand alone with support from pixologic. Glad pixologic got him instead of autodesk. Was hoping something like that would happen. We just have to pay some more money (except blender)Īwesome. But there are some other apps for this purpose already. Lets see how sculptris will handle all these 'free' moves.Īndrew, a multi-res surface sculpt room please, with nice tools, AO baking support etc. You can project geometry or alphas, can cut huge meshes (like real sculpture). But voxels let you feel more free as an artist. Any surface-sculpt app that can support multi-res meshes. 3DC to retopo to zbrush or mudbox or blender sculpt room etc etc. And this is the way to go (waiting for more powerful machines). A 100k quad mesh (after retopo) can be more crisp. Its a 3d grid so you need a more than 5-10M mesh to have some decent crispness. Lets talk about dynamic topology (sculptris) I copy Alberto Giacometti here, same answer for the same question, sorry for this. ![]() That doesn't mean they know how to go about making one. When I create a human head, my friends, who don't do art, know when it doesn't look right, becuase they know what a human looks like.Īnyone with eyes knows what a human should look like. ![]()
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