Sculptris: Difference between revisions

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* Use mouse-middle to orbit around the object, i.e. rotate it to look at it from a different angle. (So this won't rotate the coordinates of the object, just your view).
* '''mouse-middle''' to orbit around the object, i.e. rotate it to look at it from a different angle. (So this won't rotate the coordinates of the object, just your view).


* Use the mouse wheel to zoom in/out and (if necessary) SHIFT-middle-mouse to pan (move it left/right or up/down).
* '''mouse wheel''' to zoom in/out and (if necessary)  
 
* '''Shift-middle-mouse''' to pan (move it left/right or up/down).


=== Basic modeling procedure ===
=== Basic modeling procedure ===

Revision as of 16:36, 7 January 2011

Draft

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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 rough 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

Before you start

Basis are *.obj files

With scultris you start by working on a usually simple object. By default it's a ball, but you could import any *.obj file.

Sculptris (as of 2010/early 2011) is alpha software. Therfore save frequently !!

Symmetry

By default all operations are symmetrical, i.e. if you pull out something to the "left" it will also pull out to the "right". It also will remember up to certain point which "parts" go together. You can turn "Symmetry" off.

Brushes
  • You can set the "Brush/Tool" size and strength with the rules on top middle.
Views
  • mouse-middle to orbit around the object, i.e. rotate it to look at it from a different angle. (So this won't rotate the coordinates of the object, just your view).
  • mouse wheel to zoom in/out and (if necessary)
  • Shift-middle-mouse to pan (move it left/right or up/down).

Basic modeling procedure

(1) Define the very rough shape of the object

  • Use the Grab [G] tool for the very rough work, set the brush size and pull out.

(2) Use the various sculpting tools to define the rough shape

Links

Download

Version 1.02 aka Alpha 5

Tutorials and Manuals

Propaganda videos
Training videos
Specialized stuff

Shared models

Support