![]() ![]() I also have been hoping that 3DCoat could do in 1 tool what I now rely on two tool to get ready to send to Blender for DAE creation. ![]() It uses the same Voxel modeling that Sculptris uses and has a lot of additional modeling tools that Sculptris doesnt have. So I decided to take a serious stab at 3DCoat. But I have learned that the ZBrush UV Master has become a critical part of getting the Scultpris model ready for exporting to Blender which in turn can create the DAE file. I love Sculptris and thanks to some advice from this thread I have even been able to learn how to use Sculptris's polycount reduction tool and reduction brush tool to make some really cool artistic models to bring into SL. I have been experimenting wirh many tools and different workflows. Okay so, other than the move brushes and using back face masking Sculptris Pro should work with any other brush.Throughout January I have been trying to figure out the best workflow to get a 3D Model frmo being sculpted to being textured to getting into SL with what was sculpted and textured. Now you can see we've got Sculptris Pro mode and now it will work. So we go back to auto masking under brush, turn off back face mask. ![]() You can see it's kind of grayed out here. You can see that Sculptris Pro mode is not actually doing what it should do and that's because something about back face masking mode doesn't allow Sculptris Pro to work. So if you want to sculpt on this without affecting the backside, let's just turn on our poly frame here to make it easier to see. So you might think you'd go into brush and come down to automasking and turn on back face mask. Let's go to the standard brush b, s, t, and let's say you want to sculpt on this ear but in such a way that it doesn't affect the backside of that ear. Now there's one other situation where Sculptris Pro mode doesn't work. So now you can keep your form without getting stretched polygons. It's a little bit of a sharper point on that pull, but it's pretty similar to move, but you can see that it is subdividing that mesh as we pull it out. And so basically what you're going to see is it's pulling it just like move would. So there's a similar brush that kind of gives you the same effect as move but it does work with Sculptris Pro mode and that is the snake hook brush. We try to pull out the ears here, you can see it's just not doing that same effect. It won't work with the move brushes, for example b, m, v. Now like I said it works with most brushes, but not all of them. So it's pretty straight forward, pretty intuitive. So let's turn off wireframe, shift F, and you can see we're just sculpting on that detail. You zoom in really close here you can see that it's just creating a much finer resolution, but only in areas where we want more detail. So what you can see it's doing is that it's subdividing only where I'm sculpting. Instead of cranking up the DynaMesh resolution or subdividing the model let's just sculpt on with Sculptris Pro mode. I'm going to zoom in a little bit here and let's say we want to get some finer detail around the eyelids. I'm going to turn on my wireframe to make this easier to see what's going on. But first, let me show you basically what this is doing. Now it works with most brushes, but not all of them. So Sculptris Pro mode can be turned on with this button right up here. However, Sculptris Pro only subdivides the polygons that are needed for the detail that you're sculpting. ![]() And subdividing the model will turn every polygon into four smaller polygons. So for example, DynaMesh requires the entire model to be the same density. There are times when you want to sculpt more detail into a part of your model, but you don't want to have to increase the density of the entire thing. ![]()
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