Sculptris is a very easy, yet powerful artistic modeling application. Basically you start from a geometric form (e.g. a ball or whatever and then sculpt/deform with various tool "brushes". E.g. you can crease, grab, draw, flatten, smooth, etc.
Sculptris (alpha aka 1.02) was developed by Tomas Pettersson and will be further developed by Pixologic: “Sculptris has captured the hearts of artists with its fun, intuitive and user-friendly interface - indeed a perfectly sweet companion to our big monster ZBrush! Tomas will be moving to California, from Sweden, to join our team. It is our pleasure to welcome Tomas and we look forward to a fruitful collaboration on future Pixologic projects [...] Pixologic would also like to give you a little appetizer ‘goodie’, an Alpha version of Sculptris for Windows - a unique, very ‘cool’ artistic modeling application still in raw baby stage and now incubating at Pixologic HQ. The current version, formerly known as Sculptris 1.02, will be renamed under Pixologic banner as Sculptris Alpha 5.” (A Gift From Pixologic, 07-23-10, retrieved nov. 18 2010.
Sculptris is based on dynamic tessellation. The word tessellation initially referred splitting (or tiling) a plane into patterns that fill the plane with neither overlaps nor gaps. This concept also can be applied to 3D and tessellation refers to creating a 3D mesh structure made of triangles. See the tour 3D for some pictures.
Often, real-time 3D models by default have a low triangle count in order to gain performance. However, low-triangle count models look quite coarse. Some programs then can subdivide the model into a multiple of triangles in order to give these models a smoother look. The opposite is also true. Models can be made simpler in order to gain performance. Models that are defined by abstract mathematical functions are yet a different case. In order to be rendered by a 3D graphics program, these abstract models can be "triangulated".
Dynamically creating a mesh or adding/removing triangles to/from a mesh is called dynamic tessellation. Sculptris does dynamic localized tessellation, i.e. tessellates the wireframe mesh only where it is needed. Various tessellation algorithms are at work depending on the brush tool and its options.
Other free alternative:
With Sculptris you start by working on a simple ball or a plane, but you could import any *.obj file. Make sure that the obj model is centered. You can import more than one model and reposition/rotate these.
Sculptris (as of 2010/early 2011) is alpha software. Therefore save frequently ! !!
By default all operations are symmetrical, i.e. if you pull out something to the "left" it will also pull out to the "right".
You can turn "Symmetry" off if you like. When you turn it on, the object will be symmetrical again.
When you import an *.obj file, symmetry may be off, therefore turn it on if you work on structures like a human.
(1) Define the very rough shape of the object
(2) Use the Grab tool with limit ticked in order to modify things that stick out.
(3) Use the other various sculpting tools to define the rough shape. E.g. for modelling the face, you mostly would use the draw tool.
Sculptris is an interesting tool for modeling objects that then can be printer with low-cost fabbers like the RapMan. Sculptris imports/exports *.obj files. With Meshlab they can easily be translated to *.STL if needed. Skeinforge does import *.obj but I never tried.
Here is a rough outline of the workflow
Positive vs. negative effect
Detail (number of polygons)
Size
Strength
Background Image
The Draw brush is the most important brush once the basic structure has been established. Unlike other tools you can use it a few times over the same spot. This is not recommended for the inflate tool.
The Crease tool is the opposite of the Pinch tool. It allows you to create indents in the mesh.
This tool has several purposes:
Will sharpen an existing corner, i.e. one that you created with a combination of draw and flatten
The Smooth tool burnishes surfaces and edges. At high strength settings, it can be used as an erase tool. Unlike the Flatten tool, the Smooth tool keeps the overall rounded form of the geometry.
Inflate is somehow an alternative to the draw tool. Make sure to use it slowly. This tool can both be used on surfaces, edges, tentacles.
Note: If you want to pull out a lot of volume, do not use this tool, use grab instead.
By default (options off), drag will drag the selected area (brush size) in a given direction. This is most radical tool for creating tentacles and similar shapes. Once you created a tentacle, the use inflate to make it thicker.
Can adjust proportions of selected areas (smaller or bigger)
Allows to rotate an area. First provides a starting point and an angle. Once you move out of the circle you then can rotate.
You can define an non-editable area of an object.
Select the "Mask" tool ("M" icon) or use CTRL (Command on MAC) to access the Mask function when another tool is active.
To reduce the masked area, select the "Mask" tool, click on "Invert (X)" and brush an object's mask.
Un-mask the whole object: CTRL-Click-Drag Background.
Invert mask: CTRL-I or CTRL + Click background.
Note that masking can increase geometry to help with smoother transitions when editing a selected area. To control geometry, use the Detail and Strength sliders.