Sculptris: Difference between revisions

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Sculptris (alpha aka 1.02) was developed by Tomas Pettersson and will be further developed by Pixologic: {{quotation|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.}} ([http://www.zbrushcentral.com/showthread.php?t=090617 A Gift From Pixologic], 07-23-10, retrieved nov. 18 2010.
Sculptris (alpha aka 1.02) was developed by Tomas Pettersson and will be further developed by Pixologic: {{quotation|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.}} ([http://www.zbrushcentral.com/showthread.php?t=090617 A Gift From Pixologic], 07-23-10, retrieved nov. 18 2010.


=== Sculptris for Rapman/RepRap modeling ===
=== Before you start ===
 
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
; Print out a good cheat sheet
* Start with the default globe
* We recommend this [http://home.casema.nl/jw.v.dronkelaar/sculptris_cheat_sheet.pdf Sculptris Cheat cheat]. (author unknown)
* Alternatively, you could start with an object that has a flat bottom (e.g. a cube or a cylinder or something found on the Internet). Make sure to make a high-poly object first.  
* 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
; Basis are *.obj files
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When you import an *.obj file, symmetry is off, therefore turn it on if you work on structures like a human.
When you import an *.obj file, symmetry is off, therefore turn it on if you work on structures like a human.


; Brushes
; Brushes and tesselation


* You can set the "Brush/Tool" size and strength with the rules on top middle.
* You can set the "Brush/Tool" '''Size''' and '''Strength''' with the rules on top middle.
* However, these don't define how many new triangles will be created when you draw, inflate, grab. etc. This is done with the '''Detail''' [Q] slider. For starters keep in the middle. When it is to the left (0), Sculpris will not any new triangles.


; Views
; Views
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(1) Define the very rough shape of the object
(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. Make sure to untick Global and Limit.
* Use the '''Grab [G]''' tool for the very rough work, set the brush size and pull out. Make sure to '''untick''' ''Global'' and ''Limit''.


(2) Use the Grab tool with limit ticked to modify things that stick out
(2) Use the Grab tool with ''limit'' ticked to modify things that stick out


(3) Use the other various sculpting tools to define the rough shape
(3) Use the other various sculpting tools to define the rough shape
=== Sculptris for Rapman/RepRap modeling ===
Sculptris is an interesting tool for modeling objects that then can be printer with low-cost fabbers like the [[Rapman]].
Sculptris imports/exports *.obj files. With Meshlab they can easily be translated to *.STL if needed. Skeinforge does import *.obj but I never tried.
Here is a rough outline of the workflow
* Start either the default globe or with an object that has more or less a flat bottom. If the object is very low poly, subdivide first using the '''subdivide all''' tool for example.
* If you want to speed up g-code generation, reduce the meshes after you are done sculpting.
* Translate to STL, e.g. with Meshlab
* Position and repair with Netfabb
* Translate to g-code and print


== the sculpting tool set ==
== the sculpting tool set ==
Line 105: Line 108:


; Training videos
; Training videos
: Good training videos are not too easy to find.
* [http://vimeo.com/12186535 Sculptris sculpting primer Part 1] by 3dioot (the person who made the PDF cheat sheet]. (45 min)
* [http://vimeo.com/12336409 Sculptris sculpting primer Part 2] by 3dioot (the person who made the PDF cheat sheet]. (1h26 min)
; Others (but these are too fast for beginners)
* [http://www.youtube.com/watch?v=MpkDoE-JGo4 From Concept to creature a Sculptris tutorial, howto]
* [http://www.youtube.com/watch?v=MpkDoE-JGo4 From Concept to creature a Sculptris tutorial, howto]
* [http://www.youtube.com/watch?v=4_5Etz6djHI&feature=related Sculpting me in Sculptris pt4, howto]
* [http://www.youtube.com/watch?v=4_5Etz6djHI&feature=related Sculpting me in Sculptris pt4, howto]

Revision as of 13:23, 4 April 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.

Before you start

Print out a good cheat sheet
Basis are *.obj files

With scultris you start by working on a simple ball or a plane, but you could import any *.obj file. However, in the latter case, symmetry operations won't always work correctly, i.e. if you already have two arms attached to an object, Sculptris won't know about this.

Sculptris (as of 2010/early 2011) is alpha software. Therefore 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.

When you import an *.obj file, symmetry is off, therefore turn it on if you work on structures like a human.

Brushes and tesselation
  • You can set the "Brush/Tool" Size and Strength with the rules on top middle.
  • However, these don't define how many new triangles will be created when you draw, inflate, grab. etc. This is done with the Detail [Q] slider. For starters keep in the middle. When it is to the left (0), Sculpris will not any new triangles.
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).
Wireframe and triangles
  • Click on wireframe to see the structure (at least when you feel that Sculptris has trouble). Reduce triangles with reduced selected tool or the reduce brush if the program starts being being slow. In fact, rather learn how to anticipate using the detail tool.

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. Make sure to untick Global and Limit.

(2) Use the Grab tool with limit ticked to modify things that stick out

(3) Use the other various sculpting tools to define the rough shape


Sculptris for Rapman/RepRap modeling

Sculptris is an interesting tool for modeling objects that then can be printer with low-cost fabbers like the Rapman. Sculptris imports/exports *.obj files. With Meshlab they can easily be translated to *.STL if needed. Skeinforge does import *.obj but I never tried.

Here is a rough outline of the workflow

  • Start either the default globe or with an object that has more or less a flat bottom. If the object is very low poly, subdivide first using the subdivide all tool for example.
  • If you want to speed up g-code generation, reduce the meshes after you are done sculpting.
  • Translate to STL, e.g. with Meshlab
  • Position and repair with Netfabb
  • Translate to g-code and print

the sculpting tool set

Drawing options

Positive vs. negative effect

  • Depending if you select a tool with the left or the right mouse button you either produce a default/positif effect or an inverse/negative effect. E.g. with the draw tool, you either either add volume or carve out volume.

Detail

  • With the detail slider you can control how many triangles the the brush will add. If you set it to zero, none will be added.
  • Always or sometimes put wireframe [W] on in order to control details

Size

  • Sets the size of the brush.

Strength

  • Sets the strength of the effect. For rough modeling you probably want this at least at 50%.

List of paint tools

(to do ...)


Links

Download

Version 1.02 aka Alpha 5

Tutorials and Manuals

Propaganda videos
Training videos
Good training videos are not too easy to find.
Others (but these are too fast for beginners)
Specialized stuff

Shared models

Support