Sculptris: Difference between revisions

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* [http://www.wikkid-widgets.com/RepairingNon-manifoldmesheswithBlender.pdf Repairing Simple Non-manifold meshes with Blender] (this is of general usefulness, Such happen a lot with CAD programs when you position two objects just next to each other instead of overlapping).
* [http://www.wikkid-widgets.com/RepairingNon-manifoldmesheswithBlender.pdf Repairing Simple Non-manifold meshes with Blender] (this is of general usefulness, Such happen a lot with CAD programs when you position two objects just next to each other instead of overlapping).


=== Shared models ===
* [http://www.zbrushcentral.com/showthread.php?t=91040 Default Model sharing] Forum thread on ZBrush Central > Sculptris


=== Support ===
=== Support ===

Revision as of 20:15, 19 November 2010

Introduction

Sculpris is a very easy, yet powerful artistic modeling application. Basically you start from a geometric form (e.g. a ball or whater and then sculpt/deform with various tool "brushes". E.g. you can crease, grab, draw, flatten, smoth, etc.

Sculptris (alpha aka 1.02) was developed by Tomas Pettersson and will be further developed by Pixologic: “Sculptris has captured the hearts of artists with its fun, intuitive and user-friendly interface - indeed a perfectly sweet companion to our big monster ZBrush! Tomas will be moving to California, from Sweden, to join our team. It is our pleasure to welcome Tomas and we look forward to a fruitful collaboration on future Pixologic projects [...] Pixologic would also like to give you a little appetizer ‘goodie’, an Alpha version of Sculptris for Windows - a unique, very ‘cool’ artistic modeling application still in raw baby stage and now incubating at Pixologic HQ. The current version, formerly known as Sculptris 1.02, will be renamed under Pixologic banner as Sculptris Alpha 5.” (A Gift From Pixologic, 07-23-10, retrieved nov. 18 2010.

Sculptris for Rapman/RepRap modeling

Sculptris imports/exports *.obj files. With Meshlab they can easily be translated to *.STL if needed. Skeinforge does import *.obj but I never tried.

I didn't try yet, but this is what I think one should do.

Here is a rought outline of the workflow

  • Start with an object that has a flat bottom (e.g. a cube or a cylinder or something found on the Internet)
  • Probably reduce the meshes after you are done sculpting, i.e. if you plan to distribute the object it's better to make it reasonably small). Skeinforge probably doesn't care much but will just take time.
  • Translate to STL
  • Position and repair with Netfabb
  • Translate to g-code and print

Links

Download

Version 1.02 aka Alpha 5

Tutorials and Manuals

Specialized stuff

Shared models

Support