Sculptris (Alpha)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Sculptris (Alpha)

Post by sock »

I saw this over at The Independent Gaming Source and thougt it might interest some people around here for something to play with over xmas. It also exports in OBJ format so it can be imported back into other packages easily.

Screenshot:
[lvlshot]http://drpetter.se/images/sculpt/screen170.jpg[/lvlshot]

Website:
http://drpetter.se/project_sculpt.html

You tube video:
http://www.youtube.com/watch?v=1IRbEMuG ... r_embedded
Well he was evil, but he did build alot of roads. - Gogglor
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wattro
Posts: 375
Joined: Mon Feb 20, 2006 1:12 am

Re: Sculptris (Alpha)

Post by wattro »

thanks for the link, sock. looks pretty cool - i'm gonna play!
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Sculptris (Alpha)

Post by obsidian »

Very interesting, though you'll have to really watch the polycounts. It doesn't look like it will also do displacement/height maps for virtual displacement without the extra polys.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Sculptris (Alpha)

Post by Silicone_Milk »

Yeah, I saw this a few days ago over on gamedev.net

Really cool to watch it being used although I think I'll stick with ZBrush :)
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