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I read JTippetts journal on Sculptris and I decided to give it a go. I must say it is a pretty impressive tool. Love the idea that the sculpting is totally free. By free I mean there is no base mesh to consider when for instance adding a limb to a character. I could just drag out a tentacle from the start sphere and then sculpt it to look like a leg, very neat. Other tools I've tried or seen (blender, silo) uses a base mesh which the high resolution model is based upon. With Sculptris I can add detail wherever I want without subdividing the whole model. So here's the result of a days work:

I'm more than happy with the result. The controls where really intuitive, only took a few minutes to get into the workflow. I haven't tried the painting tools, still looking forward to that! :-)
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Pretty sweet, isn't it? It's one of those discoveries that (corny as it sounds) completely changed my way of thinking.

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Man, this really makes me want to check it out now!

Edit: My only concern is getting the models from Sculptis back down to a reasonable poly count while hopefully maintaining a bump map (or at the very least, baking things in to the base texture).

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