![]() Pixologic (Zbrush) noticed the brilliance and simplicity to this style of sculpting and immediately scooped Tomas up to work for them under the Pixologic umbrella. However, with some very clever mathematical algorithms and programming, Tomas created what was to become a technological breakthrough in digital asset creation. It has a brilliant method of adding detail as you sculpt, which was previously thought to be impossible with the technology of the day. It was one of the first sculpting packages which did not require you to subdivide the mesh into millions of polygons to get the detail you needed. Sculptris was originally created by Tomas Pettersson as an "alternative" to Zbrush style sculpting. I know this thread is a couple years removed from the last post, but considering Zbrush has only recently released a new version (2019) and Sculptris is now fully integrated into Zbrush, it might be a good time to talk about a little history regarding Sculptris.
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