Sculptris Essential Training
Illustration by John Hersey

Using dynamic tesselation


From:

Sculptris Essential Training

with Ryan Kittleson

Video: Using dynamic tesselation

Sculptris is a really amazing piece of software. It makes digital sculpting, a task which is usually complicated, into a pleasure. It's different from traditional 3D modeling and even subdivision-based sculpting in one important way. Sculptris automatically creates more detail exactly where you need it. It does it all under the hood without the user even having to think about it for the most part. Let's see how it works. Now, if you've ever used a traditional 3D modelling program, you know that each and every polygon you create is more or less made by hand.
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  1. 4m 43s
    1. Welcome
      41s
    2. Using the exercise files
      43s
    3. Optimizing Wacom tablet settings for Sculptris
      1m 51s
    4. Dealing with occasional glitches
      1m 28s
  2. 9m 52s
    1. Navigating around a model
      3m 43s
    2. Using dynamic tesselation
      2m 28s
    3. Loading and saving a model
      1m 55s
    4. Working with symmetry
      1m 46s
  3. 39m 13s
    1. Using the Grab tool
      3m 26s
    2. Sculpting with the Draw and Inflate brushes
      4m 26s
    3. Smoothing out details
      2m 40s
    4. Sculpting creases
      2m 37s
    5. Flattening and exaggerating details
      2m 34s
    6. Masking off protected areas
      2m 14s
    7. Using rotation
      4m 37s
    8. Resizing with Scale
      2m 32s
    9. Hiding parts of a model
      1m 55s
    10. Working with multiple objects
      2m 28s
    11. Duplicating objects
      3m 48s
    12. Posing asymmetrically
      5m 56s
  4. 18m 3s
    1. Using the hotbox
      2m 32s
    2. Using brush textures
      4m 15s
    3. Using different materials
      4m 12s
    4. Importing a reference image
      7m 4s
  5. 30m 20s
    1. Entering Paint mode
      2m 51s
    2. Painting color
      5m 4s
    3. Painting with textures
      6m 0s
    4. Painting bump maps
      5m 3s
    5. Masking in Paint mode
      3m 6s
    6. Painting materials
      4m 41s
    7. Exporting texture maps
      3m 35s
  6. 16m 41s
    1. Using Sculptris artistically
      3m 27s
    2. Blocking out the big shapes
      4m 4s
    3. Building in the secondary forms
      5m 15s
    4. Maintaining a sense of structure
      3m 55s
  7. 18m 2s
    1. Blocking out the basic shape
      5m 22s
    2. Sculpting the intermediate details
      8m 10s
    3. Adding the finishing touches
      4m 30s
  8. 19m 54s
    1. Starting from scratch
      5m 19s
    2. Detailing the face
      2m 46s
    3. Adding eyeballs, eyebrows, and teeth
      1m 53s
    4. Adding the body and clothing
      3m 42s
    5. Finishing the symmetrical details
      48s
    6. Adding hair
      4m 28s
    7. Finishing the sculpt
      58s
  9. 1m 12s
    1. Next steps
      1m 12s

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Watch the Online Video Course Sculptris Essential Training
2h 38m Beginner Mar 06, 2013

Viewers: in countries Watching now:

Sculptris is a free sculpting program made for artists. In this course, author Ryan Kittleson introduces the technology behind Sculptris, covers the sculpting toolset, and finishes with two hands-on sculpting projects, where he blocks and sculpts a concept vehicle and a character with facial detail, hair, and clothing.

Topics include:
  • Loading and saving a model
  • Sculpting with the Draw and Inflate brushes
  • Sculpting creases
  • Flattening and exaggerating detail
  • Duplicating objects
  • Posing models
  • Importing reference images
  • Painting with textures
Subject:
3D + Animation
Software:
Sculptris
Author:
Ryan Kittleson

Using dynamic tesselation

Sculptris is a really amazing piece of software. It makes digital sculpting, a task which is usually complicated, into a pleasure. It's different from traditional 3D modeling and even subdivision-based sculpting in one important way. Sculptris automatically creates more detail exactly where you need it. It does it all under the hood without the user even having to think about it for the most part. Let's see how it works. Now, if you've ever used a traditional 3D modelling program, you know that each and every polygon you create is more or less made by hand.

It's a slow process that doesn't let you make modifications very easily. With Sculptris, you mostly just concern yourself with the shapes and forms that you want to create artistically without ever having to look at polygons if you don't want to. This really frees you up as the artist to deal with design and sculpting rather than technical constraints. Let's take a peak under the hood to see what Sculptris is doing; hit W to turn on Wireframe. Here we can see all the polygons that make up the model. Any time you make a change to the model, Sculptris automatically creates more polygons as necessary to make the shape that you sculpt.

This is called Dynamic Tessellation. For the most part, you won't even have to think about this technology as you work with Sculptris. However, there are a few times when understanding what is going on underneath the hood can help you out. So it's good to have a sense of how these shapes get made in Sculptris. One last thing to points out here is that you can control the amount of detail that gets added when you sculpt. So notice this little slider here called Detail. By default it is set in the middle. However, if you find Sculptris making too many of triangles or not enough, you can play with this to fine tune the Dynamic Tessellation.

For the most part I just leave it where it is. Even though this sculpting technology is done in the background, it's still a good idea to have a general understanding of how it works. Something else to consider is that the models you make in Sculptris won't have the topology ready for character animation. Notice how the model is pretty much a mass of triangles rather then a neatly ordered wireframe mesh. If you plan to rig and animate anything you make in Sculptris, it will need to be retopologized in another program. Retopology is covered fully in other courses on lynda.com.

But basically it's a way of making an animatable polygon mesh from a digital sculpture. However, there are situations where you wouldn't need to retopologize. For example, if a model will be used for 3D printing or even in a game or animation where the model itself won't be rigged or deformed.

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