SculptrVR

SculptrVR

Gutwrat May 2, 2020 @ 3:54pm
export quality, thinking about buying
im very happy with how medium works and very, very unhappy with the export quality. max size export looks like ♥♥♥♥ when i import in zbrush or other program. it has no use because i would have to fix the whole surface of stuff. export looks nothing like what i see on my headset.

does sculptrvr offer some better export quality?

using oculus cv1 greetz
Originally posted by Nathan:
SculptrVR generates about 1/5 as many triangles as medium, but it depends on how you use it a bit. The underlying topology is SculptrVR's triangles are quads with occasional triangle fans to bridge between detail levels. I am biased, but I think things turn out a bit better than in Medium.

But unless you're sculpting large scenes like environments, you'll probably find Medium's tools to be more to your liking. Sculptrvr excels at large scale things with pockets of detail.
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Nathan May 3, 2020 @ 3:45pm 
SculptrVR generates about 1/5 as many triangles as medium, but it depends on how you use it a bit. The underlying topology is SculptrVR's triangles are quads with occasional triangle fans to bridge between detail levels. I am biased, but I think things turn out a bit better than in Medium.

But unless you're sculpting large scenes like environments, you'll probably find Medium's tools to be more to your liking. Sculptrvr excels at large scale things with pockets of detail.
Gutwrat May 3, 2020 @ 4:03pm 
maybe i give it a go one day and see it as a creative relaxation game. i think medium has a very good user interface and usability but in the end it is also just relaxation and fascination because i never could integrate into my work-pipeline. in the end i believe there needs to be a complete new standard in pc hardware and vr hardware to really make vr sculpt run the show. but perhaps i should check that one thing which is more vertice based like lowpoly modeling. thanks for that honest answer. do you know zoomquilt (youtube "zoomguilt") - i believe the sculptvr program might be good to make this kind of stuff which is really inspiring.
Darrok May 4, 2020 @ 9:18am 
I have been using SculptrVR (PC Version) actively and i can say that exporting can cause issues such as the entire mesh being 90 degress turned around for unknown reasons or that the colors in ZBrush look darker or even complete dark/black which means i have to re-apply vertex colors/polypaint on it. It can get even worse like some Layers not being exported leading to the point where i have to export smaller pieces of the entire work. This usually happens with huge files having a size of over 100MB and perhaps already starting with less.

I'm still baffled how optimized it is while ZBrush/Blender may struggle with the entire creation as it may happens that i cannot even re-open the ZPR/ZTool file in ZBrush after saving with over 13 Million Polygons to say the least. It is obvious that the surface needs to get fixed/improved no matter how much details it has.

Also some Pictures/References i use to see may get stuck moving along while i use any brush. i had once 3 moving along and that was just weird.
Gutwrat May 4, 2020 @ 1:15pm 
edit: sry for other program talk here ;o

yeah today i started a projects in medium and created a cube, then increased resolution so much that i could see that toonish loading/processing screen twice (a bit vague i know). then i started working negativley from there. i mean that worked in terms of the export resolution but working in zbrush from there would have involved some more work than in 3d coat with some big autosize voxelobject turned into surface and then decimated ..many times. ..
the whole project just involved only one head in the end. also it was inaccurate because i could really lean my hands on something with my setup.. so im thinking of some physical solution but that might be difficult.

in the beginning i treatet zbrush like 3d coat ..was a bit rough. now i go by book like someone 15 years ago would have used maya or something. using zmodeler and that new silhouette quite a bit..that was the best for me. zmodeler interface and usability was a bit weird but i sorta got into it and try to build from there. with characters like robots or complex stuff i would often work on different layers but try to keep stuff as lowpoly as possible. yeah saving alot meanwhile. 3dcoat voxel sculpting is still essential for me to some degree.
Last edited by Gutwrat; May 4, 2020 @ 1:33pm
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