1. #1

    Question Sculptris problems detail level

    Hey,

    It's my first post here. I was using sculptris for a week or so and I've found "Detail" slider too weak. For example:

    Shouldn't this give a nice, clean, detailed look? I don't think that I have to subdivide it 5 times to achieve this :/.
    Thanks in advace!

  2. #2

    Default

    I'm not sure how the dynamic tessellation decides when and where to add new mesh, but I would assume that when you try to stamp this brush onto the surface there isnt enough mesh there to get the detail. Try this, turn on wireframe, select the reduce brush and invert it so that its adding geometry instead of reducing it. Brush a bunch of new geometry onto the plane and then try the alpha brush on it again. I think whats happening is the dynamic tessellation isnt adding new mesh for one reason or another so you'll just have to do it yourself before you use the alpha.

  3. #3
    Senior Member Follow User Gallery
    Join Date
    Jul 2010
    Posts
    952

    Default

    I'd say that erocked is correct in how to achieve it without subdividing the entire mesh. In my opinion, while Sculptris (or any other program) could recreate that image given enough triangles/geometry, a lot of those details that you would want to get from an alpha would be better suited for a bump map when you get your sculpt into paint. Sculptris may be a fairly powerful program if you keep in mind some of its limitations but even ZBrush won't give a perfect displacement of an alpha without going into much higher subdivision levels.

  4. #4
    New Member Follow User Gallery
    Join Date
    Apr 2014
    Posts
    8

    Default

    Wait, so you mean that is the maximum detail level? Oo As I understood I made something wrong that's why it was so bad. For example Blender dynamic topology (Dynamic Tessellation in Sculptris) can do anything, even 1 million verts per one stroke if you need it. This is pretty ridiculous, I'll subdivide the mesh then. Thanks for your replies!

  5. #5
    Senior Member Follow User Gallery
    Join Date
    Jul 2010
    Location
    England
    Age
    56
    Posts
    653

    Default

    If I understand this correctly, you are under the impression that an entire mesh needs to be subdivided in order to have the level of detail you require. If so, I'd advise you to reread erocked's advice. This is the level of detail you can achieve within seconds:

    Apologies if I've misunderstood.

  6. #6
    New Member Follow User Gallery
    Join Date
    Apr 2014
    Posts
    8

    Default

    Not all the mesh needs to be subdivided, but I can't understand why the detail slider gives almost no effect. I mean at the max value it should generate enough details to at least get an alpha working, right? So of course I can use inverted reduce brush, but it's far too much time consuming.

  7. #7
    Senior Member Follow User Gallery
    Join Date
    Aug 2011
    Location
    Mebane, NC
    Posts
    4,194

    Default

    Increase the strength slider= More work in less time; Less time posting, more time to model Information is gained by reading docs, watching tutorials and experimentation rather than IV drip.

  8. #8

    Default

    Like i said before, Im not entirely sure how the dynamic tessellation works in sculptris, but apparently it doesnt add mesh based on the black and white alpha, which really isnt all that surprising.

    The detail slider does work and it does add gobs of new mesh when at the highest setting, just not when used with an alpha.

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •