So finally they did what was expected. Copied Sculptris coding and pasted in to the up coming update called Zbrush 4 R2 "Clay time." Who gives a damn tho, they do own Sculptirs now, so hay, I am excited. :) Waiting for Sept 20th.
From what I know. It is amazing for, as the video shows, quick exploration of shapes and ideas. There is no dynamic tess. Re-meshing it gives a very high base mesh. It's great for prototyping, but i don't think you could use it as a base for your final production model, I am told people just redo their low based off of…
So you can't use a base mesh with this? Cause I really want to be able to have this ability while designing my creatures. It'd be amazing if, while designing a creature, I felt it needed an arm coming out of his back, and could just pull it out of the mesh like this. Instead of going back, and adding that into the base…
I think you can use any mesh you want since the dynamesh mode was in the subtool palet. It's just that after remeshing it, you get that very dense topology that is great for clay sculpting (with trim dynamic, clay tubes, clip brushes etc...), but from what I understood you lose all your levels of subdiv. You can of course…
From what I have seen at Siggraph, this is a bit different than Sculptris. For one you are using quads only and the resulting topology is very similar to the one you get using Unified Skin (when you work with ShadowBox or ZSketch). Then this is not exactly dynamic tesselation either as when you are in Dynamesh mode (in the…