![]() ![]() Granted I am no modeler, and both you and Tiles probably have greater knowledge than I in this area. Instead I got unsolicited advice from someone who, as far as I know, hasn't even tried using Sculptris. I wanted to get some feedback from people thinking they would actually try out the software. I started this thread because I found a new modeling tool which I found refreshingly simple and intuitive. Note: (Zbrush or Mudbox does this process better but if you cant afford those then I guess Scuptris is a free alternative) Unless you are making a game where the model never moves, floats around, and never encounters any other light source(s) (from any other direction) trust me you are gonna have to change the way you are planning on incorperating Sculptris into your game development process. But that is a whole other beast all together. Geometry it is also important in UV mapping, texturing, and bump/displacement/normal mapping which requires more than Scuptris. So what if you can paint on normal maps? If the geometry isnt correct it will look like crap. The geometry of any sculpting program ALWAYS needs to be retopologized with edge loops in the right places unless you are using it for still images or for 3D printing. Without proper edge loops in the geometry of your mesh, unless youre animating inorganic models (which you arent, if you were you wouldnt need to use a sculpting program or it would be kinda pointless to use a sculpting program), you will run into issues in the first few minutes of rigging your mesh to animate. Geometrical perfection is alot more important in animation than anything else. If you dont you will run into issues later on. Even on highend games, they try to keep their models around 20,000 tris or lower (In any game engine the geometry is always converted into all triangles). Most Modelers can make a base mesh quicker than it took me to type this reply) You do realize those meshes are millions of polies large right? NO game engine can run that kind of polycount. Your way is fine for you if you are making a game in your free time with no constraints on time of completion but if you are working under a workload or trying to make the game as quick and as efficient as possible it is better to start off with a geometrically correct base mesh (which takes less time than sculpting a geometrically incorrect figure from a primitive,reducing the polycount then finding out later that you need egdeloops in the right places and end up having to retopologize anyway.)LoL since when does it take a long time to make a base mesh? (You use primitives, extrude and then connect the dots. 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.
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