![]() 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. Just save them to the same Sculptris Materials folder and you can test them out.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. ![]() Now you can start creating your own images that suit the lines that you're looking for. obj from whichever program that you created (if you aren't making your own head)įind the image that you just saved to the Materials folder The image that I created with the black circle was just a quick example with a mostly upper right hand light source for lines. Other than that, you can pretty much do what you want. The only thing that you need to think about are keeping the dimensions square. As long as it can output a jpg or png, you can create almost anything that you want as a material. That's where Photoshop, GIMP, MaCrea, or your favorite image manipulation program comes in. That means that you can add in your own to the folder (just as an FYI, you can only add so many before Sculptris starts having a problem, but I doubt that most will add enough to run into that issue). Now, if you were to go into the file folders under Sculptris, you would see that each of those materials are just images (.jpg or. Here's an example of what that last image with a few different materials applied would look like. Each of those materials will change how the model is displayed. If you were to open up Sculptris, click on the small sphere image underneath where it says "MATERIAL" at the top of the screen. I made a quick example of one as well as the results. Just add the created file to the Materials folder. Then create a white circle inside that will form the basis for the shadow and line weights. Create a large black circle that reaches the edges of the canvas. While size doesn't really matter all that much, 512x512 should be more than sufficient here. If you have Photoshop or GIMP, just create a basic file with square dimensions. You will just need to create your own image that represents the edge lines. It's just an image that Sculptris maps onto the model based on the angle. ![]() The other suggestions would work just as well.įor the material inside of Sculptris, that part is simple as well. I haven't been there in quite a long time so I couldn't say what's in there. You could check in the model sharing sticky just above. All of the same basic principles apply from illustration.Īs had already been answered, Sculptris doesn't come with too many models. As an illustrator, Sculptris would be the ideal tool to use for sculpting your own head which would bring a more full understanding of all of the forms. ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |