Did I hear someone say Sculptris Pro? ![]()
I’m currently rediscovering ZBrush, having decided to abort my quest to completely switch to Blender, and make use of the advantages of both editors again.
Did I hear someone say Sculptris Pro? ![]()
I’m currently rediscovering ZBrush, having decided to abort my quest to completely switch to Blender, and make use of the advantages of both editors again.
Sculptris Pro is the future… 
Too bad Dyntopo is about to die… 
I still hope other devs take a second look and see if there’s any way to improve dyntopo (Or replace it with something that offers the same functionality). Pablo is the only one talking about its development right now and he doesn’t even accepts that voxel remesh is not the same as Dyntopo.
I’ll have to download Sculptris again and start saving for a Zbrush license, just in case… 
I mean, even sculptgl has dynamic topology…

can’t the devs take a look at sculptgl’s code to see how it was done? Maybe it could give them some ideas on how to rebuild dyntopo from scratch (bmesh free). ![]()
at least sculptris won’t go away, and can be crammed into the pipeline alongside blender. still, losing dytopo will be a sad day for blender and its concept sculpting. worst case would be blender without dyntopo and non-functional multires system. dyntopo can be faked uncomfortably with voxel remesh and separate objects… and constantly clicking buttons to remesh, and without local subdivision details.
We should talk to @bartv, i think he knows Stephane better than anyone ;D He is probably still at Sketchfab.com
Yeah we were colleagues, but Stephane left Sketchfab a while ago.
Thats even better? I guess. I see on his linkedin that he is still at sketchfab. He is French so not far away from Netherlands. I wonder if there would be will from Blender Fundation to hire him.
omg how is even posible that with that page i can sculpt more smoothly and no lag than in blender! fuck you opengl 3.3…
LOL… If you want even better performance, download and run it on your PC…
https://stephaneginier.com/archive/standalone/
The Sculpt Hardness property has been added to Master. Nice.
https://developer.blender.org/rBff0124418f42dc12f31b00faf23276db961e2e51
Great. Will make it a lot easier to control the look and feel of all the brushes without having to manually change the fall-off curves.
The clay and scrape brushes will feel so nice after this patch especially.
Anyone tried it?
Is that really a “focal shift” equivalent? 
ughh i dont know how to respond but last time i used Zbrush 9 years ago XD. Ah cmon be honest to yourself i know u rly love blender deep in your heart
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You got me there.
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But speaking as objectively as possible, knowing both Blender and ZBrush very well, the feel of ZBrush brushes and the ease of a lot of tools still wins from Blender’s Sculpt Mode. And I’m really frustrated by the discontinuation of Dyntopo, while Sculptris Pro rocks on.
I did some comparative tests between similar brushes yesterday, and the TrimDynamic / hPolish brushes still work undeniably better than Scrape or Control + Multi-plane Scrape. ZBrush smoothing also feels much better, especially the alternative smoothing algorithm when you release Shift.
I also love some recent additions, such as the History Recall brush, allowing you to brush back to any previous history state. And speaking of history states: Blender’s crippled Sculpt Mode undo / redo also still frustrates me.
Then there’s ZBrush tools like the Clip, Slice and Trim brushes, and all kinds of Polygroup tools. I know those things are in the pipeline for Blender, but right now ZBrush already has them, and they have been perfected through the years.
For the time being I’m returning to a combined ZBrush + Blender workflow, loving to work with both, like I did for years. It’s a very powerful combination for sculpting.
… Holy guacamole… Just when I was justifying my return to ZBrush I decided to have a go at the Cloth brush. Very impressive! Pablo keeps haunting me. 
Hi, Did someone made a build of Pablo’s vertex paint patches/know Where can I find it?
Afaik, there are no builds of the new vertex colors patch.
You can still find the old vertex colors in the old sculpt mode features branch, I think…
According to the patch thread, the patch is on hold because it accumulated features to the point where everything felt unfinished (according to the review from Jaques anyway).
Jaques was also unhappy about it removing features from the data structure that handles vertex coloring, which would’ve likely eliminated features and break old files. He does not oppose a simpler structure for performance reasons, but not as a full replacement.