![]() ![]() Talk about intuitive (I feel like a freaking commercial for pixlogic) It is just like painting a figure in real life. ![]() This image was rendered by Sculptis as I worked on the texture map in the Paint tool. Those tools were a bear to figure out (I could almost do it faster in a text editor) and the results were often un predictable. When vrml came to the I've done it in a text editor and I've used a lot of the tools that were available including some expensive stuff like 3D studiomax and Lightwave 3D to name a few. I even study C++ programming with the intention of building 3D models and animation. I started loving 3d modeling back in the day when they were still being displayed as a bunch of lines on a black and white or black and green monitor. I decided I needed to test the texturing tool in sculptris which is aptly named PAINT. Taking a little break from sculpting and rigging. I really like the clean look of the site now. This is a good start, but I think I will stop and have him strike a better pose. Its a lame pose, but I couldn't resist adding some clothing to him. I did a quick remedy and came up with a file that was posed (lame pose, but posed) that I can import into Sculptris and add clothing too. The playing around proved that the pose did not matter or the size of the file, serioiusly look at all the polygons flying off her in everydirection, so I reviewed my face groups and found out the neck was gone from the face set, but still present in the character hierarchy of bones and in the weights. The break was good, I tortured that figure and then textured it in sculptris and came up with this little scene. ![]() It took me playing around with the Daz stock figures to realize what I did. I redid the figure, yet again and so far it is working. So, I guess a lot of those orphaned vertices looked like they were connected to something. I am so unused to the new daz interface, I messed up and ruined the index face groups and didn't even realize it. BTW, if this is just TMI and folks thinking I should just stop chronicalling my experients with sculptris, feel free to reply to this thread that I'm boring you and that I need to get a life and stop sculpting so much. I'm going to get to the bottom of this and updat. So I'm thinking maybe the size of the mesh is less important than the deformations. So Thursday I started in seriously rigging it again, then posed and again with the too many connection errors, granted it was a pretty crazy pose and some of the deformations weren't exactly spot on. As you can see from the pic above, it worked. I thought I might be able to transfer the previous rigging to the new low count mesh, but no luck (its possible I just don't understand the transfer) So, it was back to rigging from scratch.īefore I tot too involved in re rigging a whole mesh, I decided to check that the rigging I already did, (chest, neck, head, collar bone) could be posed and then exported to object file I could work on in sculptris and as the picture above show. The figure was so heavy with Polygons 450k it took a long time to load into DAZ so I figured, and maybe incorrectly that figure was just too big, so I started cleaning it up till I got down to 180 polygons and rerigged the whole thing. So, I got that first figure all rigged, and it poses just fine in DAZ4, but when I exported it to Scuptris and tried to do additional modifications to it, I got an error dialogue box that there were too many conections to a vertex. The cool Mask that Darko used to animate his sculpt can also be used to protect finished pieces of the sculpt sort of like backing polymer clay, only you can unback these pieces by choosing invert. Here is a shot of the pinky finger as I pull it out of the main part of the hand.Īfter I get a rough shape on the pinky finger I will start with the thumb and start refining the sculpt. But I had a hard time sculpting the flipper into reasonable fingers so I reverted back to the method I used to make the whole figure and that is to crease and pull the appendages out. I originally started the hands out as flippers like the feet. It looked okay so I added a little more detail to the two I'd already finished before moving on to the ring finger. I render this image to make sure I didn't take away the wrong ones before I saved my progress. I used the reduce brush and took away almost 35,000 polygons leaving around 25000. I looked at the poly count and it was almost 60,000. I got two fingers done and when I started to move on to the third, my system slowed down. Thanks Darko Now that I'm hooked they will probably start charging me for it. ![]()
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