|Using Render to Texture to get normals from a Sculptris Model|
One of my favorite things in art is playing with form. That’s what Sculptris lets you do. Dynamically generating geometry is a truly awesome feature. I hear that 3d Coat and some others have this feature due to the nature of their sculpting systems (i.e. that they use voxel sculpting). There is something to be said for just going with the flow and seeing where a concept or a shape will take you.
This weekend I spent most of my time working on Seraphiel but this morning I cracked open Kurt again to try out some retopology tools. In specific, Wrappit by Matt Clark. It’s a plugin for 3ds Max and it works like a dream. I confess I felt a little guilty about spending that amount of money on it, but after just picking it up, I found how easy it was to retop something with some fairly complex geometry. That edge grow tool is fantastic, and so is strip painting. I finally have a use for Screen space gizmo control too, since it allows me to position points in space and shift them around on the surface of my highpoly.
Meet Sculptris. I’ve seen lots of people playing with it, so I tried it out at work today, and I was fascinated instantly. It’s really easy to work with, and produces really nice work if you’re used to sculpting. I only spent an hour or so on this guy here, and I don’t know any hot keys yet.
It’s tools work really well, though you don’t have as much surface control as you do in Zbrush. The one REALLY cool feature that I like the best, that’s totally undersold on this is the fact that it dynamically generates your mesh for you. It has tessellated geometry, which means you’ll likely have to lowpoly the meshes in another app, but you can sculpt whatever you want from a sphere because it just adds geometry where you need it. You can also downsample your model as a whole or by painting lower resolution. If you want to try to try sculpting, give it a shot!