In this example, I slapped together 8 primitive objects into one resulting Boolean/union object that I call my base mesh. This object was created in an outside 3D package, any capable of Boolean operations could do.
I then imported the result as a .obj into Sculptris and modeled away.
This technique showed as a valuable shortcut to creating difficult shaped models a/o areas like armpits, armor, hard/soft area transitions...
However this method may reserve an occasional surprise in the way some of the polygons react, but that too can be fixed by smoothing and refining the problem areas.
Thanks to Taron's little trick to simulate self shadowing on our sculptures in Sculptris, it is now possible to get those dark nostrils and ear ducts etc...with no hassel and no hardcore precision hand painting!
I was able to give it a test with my Alan Vert Sculpt, by using xNormal to bake an Ambient Occlusion map that I then composited over my painted texture map then imported the resulting "shadowed color map" back into sculptris. The result is self shadowing greatness! Something that I find absolutely essential when it comes to getting good looking visuals (I know these are bad examples).
These are native screen-shots/renders generated by Sculptris.
I've tried my share of 3D sculpting applications through these past few years. From Mudbox to ZBrush and even 3DCoat and I must admit that they all have certain advantages over one and other depending on what you have set out to create. The other day I stumbled upon this free little program called...