Time for a little bump for some more digital sculpting, as i hope since the last time some more people may have tried those easy and awesome programs like Sculptris and saw how good they were at helping them being creative without having some horrible interface and learning curve to fight with.
Honestly i thought Pixologic had killed Sculptris development, but after nearly a year of nothingness regarding Sculptris development, Pixologic mentionned in zbrushcentral that they were looking for beta testers for the finalization of Sculptris Alpha 6 a week ago.
Since then, as they got enough people applying, they removed the announcement. But the great thing is that we soon will see a new version of the ever awesome Sculptris that even if not updated remains always now a brillant sculpting application.
Meanwhile, here are a few of the digital sculptures i made through the year thanks to Sculptris and Blender :
For all my sculptures, i usually make a base model that has roughly the shape of what i want to obtain in Blender, buy example for the pseudo-dino , i find it much easier to sculpt like this, this was it :
This specific base mesh was created using an
early alpha version of a script from Nicholas Bishop that actually function in a similar way to what Zbrush has with the Zsphere, allowing the user to quickly build a base mesh for sculpting.
This function has several bugs, but it's an early alpha so it was expected, but the potential is fantastic for sculptors.
I had some fun toying with
GIMP normal map plugin to obtain a nice normal when rendering this monster in Blender :
a Sculptris made Ogre inspired actually by some encounters in Dungeon Crawl Stone Soup
Retopology, textured , rigged and posed in Blender :
I did a bust in Sculptris and it lead me into reworking it in Blender to obtain a hommage to Jack Kirby, by making my version of one of his famous creations (click for larger size) :