#SCULPTRIS PAINT MODE CHECKER PATTERN FREE#
BTW, if this is just TMI and folks thinking I should just stop chronicalling my experients with sculptris, feel free to reply to this thread that I'm boring you and that I need to get a life and stop sculpting so much. I'm going to get to the bottom of this and updat. So I'm thinking maybe the size of the mesh is less important than the deformations. So Thursday I started in seriously rigging it again, then posed and again with the too many connection errors, granted it was a pretty crazy pose and some of the deformations weren't exactly spot on. As you can see from the pic above, it worked. I thought I might be able to transfer the previous rigging to the new low count mesh, but no luck (its possible I just don't understand the transfer) So, it was back to rigging from scratch.īefore I tot too involved in re rigging a whole mesh, I decided to check that the rigging I already did, (chest, neck, head, collar bone) could be posed and then exported to object file I could work on in sculptris and as the picture above show. The figure was so heavy with Polygons 450k it took a long time to load into DAZ so I figured, and maybe incorrectly that figure was just too big, so I started cleaning it up till I got down to 180 polygons and rerigged the whole thing. So, I got that first figure all rigged, and it poses just fine in DAZ4, but when I exported it to Scuptris and tried to do additional modifications to it, I got an error dialogue box that there were too many conections to a vertex. The cool Mask that Darko used to animate his sculpt can also be used to protect finished pieces of the sculpt sort of like backing polymer clay, only you can unback these pieces by choosing invert. Here is a shot of the pinky finger as I pull it out of the main part of the hand.Īfter I get a rough shape on the pinky finger I will start with the thumb and start refining the sculpt. But I had a hard time sculpting the flipper into reasonable fingers so I reverted back to the method I used to make the whole figure and that is to crease and pull the appendages out. I originally started the hands out as flippers like the feet. It looked okay so I added a little more detail to the two I'd already finished before moving on to the ring finger. I render this image to make sure I didn't take away the wrong ones before I saved my progress.
I used the reduce brush and took away almost 35,000 polygons leaving around 25000. I looked at the poly count and it was almost 60,000. I got two fingers done and when I started to move on to the third, my system slowed down. Thanks Darko Now that I'm hooked they will probably start charging me for it.