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By Lars Magnusson
#328946
Cool Neanderthal ! :mrgreen:

I'm curious, ZBrush uses ordinary square polygons and subdivision to increase density.
And Sculptris, based on your screenshots seem to work with pointcloud connected to form triangles.
Does it automatically add points/triangles when you paint details like the ears?
If so, a very clever solution!
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By Maximus3D
#328949
Good start for your very first head Nico :) just keep an eye on those proportions and shapes and you should end up with something even more human. Make good use of referencephotos of similar looking humans as you are sculpting now to help you maintain the general shape of the head. You may wanna retopo the head afterwards.. :)

Yep Lars that's pretty much what Sculptris does, it subdivides the mesh in realtime based on brushsize and pressure, a sort of dynamic subdivision method. I think there was some researchpaper released on this not too long before developement of Sculptris started.

/ Max
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By Lars Magnusson
#328953
Are you also using it Maximus? Pressure sensitive subdivision, sounds like it's a really cool tool!

I should have checked the topic Nico mentioned: http://www.maxwellrender.com/forum/view ... 26&start=0
There I saw the answer to what I was going to ask next, if UV mapping and texturing could be done...and it looks like it can!?

This is great, I'll get more organic-modeler buddies here ! :D
Keep on sculpting Nico, looking forward to see how this turns out!

(and it really looks easier to learn than ZBrush :wink: )
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By NicoR44
#328987
Cheers guys!! :wink: I have to say I really love Sculptris, but I also wonder about Z-Brush, I have never used it.

So, now his eyes are open, man eyes are a pain... hehehehe :)

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By sampson
#329034
you mean you did all this with a mouse!!! ...the wacom should make life much easier once you get to grips with it.

good stuff!
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By NicoR44
#329112
Texture UV map generated by Sculptris, it introduces some flaws in the mesh object, I'll show that later (something to do with pong shading and breaking up the mesh to create UV's.)

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