gnoop said: haha yeah, different topic. but agreed most public sbsars are sorta useless and need to be redone to at least open parameters, or just enable the different mapping methods.i don't get the whole "this is procedural!" thing while nothing but a handful of parameters can be tuned in the end.
The last time I tested it was several years ago, but I found that it couldn't handle anywhere close to the same mesh density as Zbrush. I'd be interested to know if its gotten better in that regard, because I did like a lot of the other things you mention, specifically "a normal UX for humans" :lol:
@Rima it has multi-res layer support now, and i have been sculpting on quad meshes so perhaps something there has changed. It seems like the intended workflow is that you use the voxel modeling as you would use sculptris pro in zbrush (or dynamesh) when you are figuring out forms. Then you can retopo (it has lots of…