![]() ![]() If you do it the way you just said it makes for more work. Then you come back with this load utter ignorance like you know it all? But none the less, its better to educate you then it is to just bash your ignorance, so here it goes. I'd say it looks very promising and worth checking out.Ĭlick to expand.Wow, first you ask about simple obj exportation with no concept of the tri constraints of game development. Save your work often to avoid getting burned." Be aware that it's an early build though, and it is known to crash and misbehave occasionally. "I've released an alpha version that is available for anyone who wants to try it out. ![]() It is in alpha and it's worth mentioning I did experience a bug where some polygons went through a mesh. obj which Unity can only import as models, without textures. I've been playing around with it a little bit and it's pretty simple and easy to use. I came across a free modeling tool 'Scuptris'. *Models lack proper edgeflow, it is widely believed that this could be problematic when animating *Auto-generated UVs don't allow you to dedicate more texture space to high detail areas such as the face. *Auto-generated UVs make it difficult to reskin a model. *Auto-generated UVs cannot be reused for other models like manually generate UVs can be. *As with any sculpting tool you cannot use it to create flat planes for buildings, it's more suited to organic shapes.*Builds meshes with tris which will have better lighting than quads. *Auto-generates UVs so you can paint textures and normals straight onto the model using your own custom brushes. *Extremely fluid workflow, easy to use.Also the auto-generated UVs are inferior to manually generated UVs. However there are some drawbacks: there are some unanswered questions as to the suitability of these models for animation. Sculptris offers a great work-flow for creating low poly meshes from start to finish including textures. Sculptris uses a pretty rough method to split up the UV space and a human selection would put make more use of the texture space, but the result is nonetheless impressive.Edit: This thread quickly degenerates into an unproductive flame war, I have summarized the information here to save the community the displeasure of reading the whole thing. Once you finished your work in paint mode, you can export the mesh in OBJ format and it will keep the UV coordinates. You can paint with monotonous colours, load a texture and paint it at the places you want and also create bump maps to add further detail to your mesh without increasing the polygon count. The user can specify the pixel size of the UV map, but keep in mind that the width will be doubled if you leave the symmetry mode during painting as the program won't use the same UV coordinates for both sides any more then. Finally the modeler can define the areas that shall get more UV space by weighting those areas with a special tool in the model creation phase. Sculptris will effectively divide the mesh's UV coordinates so that the whole UV map is equally shared on the whole mesh, but it's also possible to distribute the UV space according to the number of vertices in an area rather than the size of the faces. Once the paint mode is entered, it's not possible to change the shape of the mesh any more except by loading a previous saved file. By using the OBJ format is it possible to exchange the mesh between Blender and Sculptris in both directions, as both can import and export the format.Īfter the shape of the mesh is defined, you can start painting it to create the UV map. The program is able to run even with many polygons uninterrupted on older hardware, but if it should ever crash for some reason it will recover the last session at the next start.ĭuring the modeling process can textures be used as brush shape to draw detailed patterns with real polygons onto your model. Usually you work with hundred-thousands of polygons when creating your mesh and afterwards use Sculptris' "Reduce Brush" tool to bring the polycount down to a number that is reasonable for your targeted use. Sculptris is superior to Blender's sculpting mode as it adds more polygons to the model to describe the shape instead of just moving existing polygons around. It is not recommended though to enable the feature again once you disabled it because all asymmetric details will either be removed or mirrored on the other side again. By default will Sculptris mirror your actions on one side of the mesh to the other side, but that feature can be turned off. It is recommended to start modeling without the intention to make a serious model at the beginning and to just try out how the tools work. The easiest way to learn Sculptris is learning by doing. ![]() The Sculptris Homepage - Download, Forum.
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