Professional Documents
Culture Documents
Mesh / 3D object
The sphere in the middle is obviously your mesh that you can edit.
What to expect?
Resolution
At the bottom left the number of triangles (resolution of the mesh) is
This is an simple guide that will show you bit by bit most of the features Then install and start the program. Youll see straight away the simplicity displayed.
available within Sculptris (focusing on sculpting). I wont create anything of it, as you are presented with a sphere and a few controls at the top.
in particular (except in the quick hands on guide at the end) but I
View
will try to explain all the brushes as well as their settings, with visual This guide is structured with some simple sections to make it easier for At the bottom centre of the screen youll see an indication of what view
examples, to give you the basics of this software so that you can then you to follow, the first part will be about the interface, the second part you are in.
take it further and create anything you want with it.
will discuss navigation and shortcuts, the third and final part will explore
the tools, brushes and their settings.
Navigation and shortcuts
Lets get on with it
To get sculptris, head to the pixologic website, and click on the free
download button. http://pixologic.com/sculptris/
User Interface
I have put together a one page Sculptris Cheat Sheet with most
shortcuts (brushes and tools also) that you can print and stick on a wall
as a quick reference. This cheat sheet comes with this guide as a separate
PDF but you can also download it from the ZBGs Resource page.
The 3 basics of navigation are Rotate (Orbit), Pan and Zoom.
ZBrush uses the same controls so you dont have to learn another set of
commands when you get to ZBrush. You can actually switch back to the
old way to navigate in Sculptris but Id recommend to stick to the ZBrush
style (the default).
Rotate: Click anywhere on the canvas and drag to rotate the model
(you can use left, middle or right click).
2
Take the Draw [D] brush for example, youll get the settings on the
right of the brush icon, the area I highlighted with RED is where the
Generic settings are, so you will see them for all brushes, and the area
highlighted in BLUE is where the Specific settings are, so these settings
are unique to the brush you have selected.
Generic Settings
The most used settings while sculpting are the
Size, Strength and Details slider, which can be
quickly accessed with Spacebar:
You can also hold H and Left Click the object to hide the whole model.
Also holding H will bring the selection to hide areas of the model.
There is another way to change the size and strength that will
significantly speed up your workflow: Hold Spacebar and click and
drag horizontally to change the strength:
Another cool option is to invert the selection area. Once you hide an
area, you can Shift + Ctrl + Left Click and drag on the canvas and
invert the selection.
To make everything visible again, you can Shift + Ctrl and Left
Click on the canvas and press Ctrl + H.
Move: to move, just hold Alt and click anywhere on the canvas
While rotating, you can hold Shift or press Z to snap the object to the
nearest view (top, right, left, etc.).
Then you have [Lazy], [Airbrush] and [invert]. These are setting that
are quite similar in ZBrush: Lazy would be lazy mouse, Airbrush is
determined by the stroke type and inverts is equivalent to pressing Alt
while sculpting.
Lets start with the basics: each brush has a set of options, some of
the options are always there for all brushes and some of the functions
To hide the model or a portion of it, you can hold Shift + Ctrl + Left are unique to the brush you choose. For the sake of this guide, Ill call
Click and drag. This command will show a rectangular selection with these Generic settings (for all brushes) and Specific Settings (for
a green border and whatever is outside that border will be temporarily each brush).
hidden.
3
The New sphere and New plane will do just that: add a new
sphere or plane, when you click on the icons, youll get a pop-up
message with some options.
If you select NEW SCENE youll basically reset all and get a new fresh
sphere, but if you choose ADD OBJECT, youll get a wireframe of a
sphere and the ability to position it wherever you want. This is useful it
you want to add eyes on a character as separate objects.
Draw brush shortcut [D]
This is essentially the ZBrush Standard brush, but it also could be the
Clay brush. This is where the specific settings start to make an impact on
the behaviour of the brush. With the Draw brush selected youll see an
option called Clay in the specific setting area. When this is off, youll
get the ZBrush standard brush behaviour, when Clay is pressed, the
brush will change to behave like the clay brush.
Draw Clay off:
Finally, there are 3 extra shortcuts that you can use at any
time with most brushes.
As you can see there are a bunch of flat areas (planes), that could be
a great starting point for a rock model for instance. What if you want a
bit more of control over the areas you are flattening? Well, the specific
settings of this brush allows you to control the angle of the flat area in a
couple of ways:
This is great to define shapes; it can also be used to detail models and
add things like wrinkles and folding skin.
Draw Clay On:
Thats it for this section, now that you now the basic settings for all
brushes I will go through the each individual brush and briefly describe
their Specific settings.
Before I start with the brushes,
I will just mention how to reset
everything if you want to start
fresh again or how to add new
object.
When this option is on, the angle of the area that is going to be flatten,
will lock to the angle of the first stroke. This allows you to produce
4
center of the brush. In the first examples, I have a single stroke done
with the Draw brush on both spheres but on the right one I used the Pinch
brush over the original stroke to sharpen the edge.
In the second example I used the Crease brush to create a cut in the
sphere and then I used Pinch brush to narrow the cut area.
Inflate brush - shortcut [C]
This brush has the opposite effect to the Pinch brush. It pushes the
polygons away from the centre of the brush as well as adding volume.
The inflate brush has a variety of great uses but is particularly good for
adding thickness to very thin areas of your model, to adjust the volume
of large areas or to tighten cuts and crevices:
The effect of this brush might not be as evident when used on its own,
but it is really handy when you combine it with other brushes. Basically
what the Pinch brush does, is that it pulls the polygons closer to the
Enabling symmetry will help you sculpt details on both sides of the
sphere at the same time, when this option is ON, youll see a line across
the centre of the model. Sculptris will mirror whatever you do on the
right side to the left side (or left to right).
With wireframe ON you can see the net of polygons that define
your 3D object.
The next set of brushes are slightly different; and these are the Rotate
[R], Scale [T] and Grab [G]. They do what you expect them to do, you
can rotate, scale and grab (move) parts of your model but they are also
different because from the specific settings you can choose to affect the
model globally.
Basically, this is how I see it: when Global is OFF, the Rotate, Scale
and Grab brushes act as you usually expect from other brushes. These
affect only a portion of the model based on the size of your brush. For
When the Global option is ON it means the effect of the brush is
example:
affecting the whole mesh regardless of the size of the brush.
Scale
This option is ideal to reposition, rotate or scale the whole model. Similar
to the Transpose tool in ZBrush.
Scale, Rotate, Grab:
For the text tools and settings, Ill leave the wireframe and symmetry
ON so that concepts like resolution and subdivision are more clear.
When you sculpt something on a new scene (having wireframe ON),
youll see that the size of polygons in the area you sculpted get smaller
and the number increase. This is the magic behind of Sculptris,
adding more points only where you need them.
Other Tools
Rotate
The next set of tools are about the construction of the mesh. Sculptris
gives you total freedom to create, without worrying about the technical
aspects of modeling. As you sculpt, the software will add and rearrange the polygons of your model.
The first two options, are Wireframe [W] and Symmetry.
So no matter what brush you use, the masked area will be protected:
Here are samples using the Draw brush with the Details slider roughly at
0%, 50% and 100%
Finally you can hold Ctrl + Left Click and drag outside the model
to clear the mask.
Thats it for the brushes! I just want to mention a couple of extra things
before we move on to the next section and those are the Brush and
Material slots.
Brush
In this Brush slot you can load any image (grayscale), and this will
define the shape of the brush and how it is applied.
Here is an example of how an image affect the brush. You can also
activate directional and /or random to achieve different effects:
The dark area is what I masked. You can press Ctrl + I to invert the
mask or you can hold Ctrl and left click anywhere outside the model.
7
Here you can choose the material you want for your sculpture. There are Finally, as I mentioned at the beginning, this is a short but important
some very cool options but unlike ZBrush you cannot create materials section about how to save your work.
within Sculptris.
Next to the New Sphere and New plane buttons
you have the save / open and import / export
options. Here is where you can save your Sculptris
session or export your model as OBJ file for other 3D
applications.
Also once you get your hands on ZBrush you can link Sculptris to it and
simple send your sketches from Sculptris to ZBrush simply by clicking the
GoZ button.
Hands on!
Now that you know the essentials, you are ready to start sculpting! This
following section provides some selected screenshots from the process
of creating the image illustrated in the cover, as a guide. I will briefly
mention what Im doing and the tool Im using, just to give you an idea
of how I construct the sculpture from scratch.
unmasked areas I created the visible teeth of the dragon. With the grab Draw brush and then the Crease brush again but inverting the effect. To
tool and holding Ctrl I masked three separate dots (one for each tooth) create these scales, you can define the scales with the Crease brush,
and inverted the mask. Then I just pulled them with the Grab Tool.
then give them a bit of volume using the Draw brush (Clay off) and
finally invert the effect of the Crease brush and sharpen some edges.
you can also use inflate to tighten the gap between the scales and then
use the Flat brush to bring the roundness down a bit.
STEP 6 I also started to play with some design elements that I could STEP 8 After the teeth I started to refine other areas like the back of the
use over the whole model like the big scales in the neck and chest. To head and the horns using Crease to accentuate the indentations, Draw
create this effect, I use the Grab tool and masking the area of each scale brush to add volume to the wrinkles and folds and pinch to narrow the
(one by one) to be able to pull each scale out without affecting the rest gaps between some crevices.
STEP 11 I added a bit more of scale, gradually fading them towards
the nose of the dragon and refined all the crevices and sharp edges
with a combination of the Draw, Crease and inflate brush with the Detail
slider pretty high.
STEP 9 I also pulled some extra details in the area between the eye
and the horn with the same technique I used to create the teeth.
Thats it for this guide! I hope you find it useful. For the final image (the guides cover), I exported the dragon as OBJ and quickly rendered with Marmoset Toolbag 2.
In the near future I will create a new guide dedicated to the paint mode in Sculptris which is very powerful too! Stay tuned! And, as per always - I highly appreciate the likes and encourage you to share this guide using
the link to the download area.
Cheers!
Pablo Munoz G.
10