télécharger ici: http://www.drpetter.se/project_sculpt.html
Le premier qui parvient à modeler une figurine ou un extra-terrestre, ouvrira un nouveau sujet ici: http://www.forum.lemondeenchantier.com/ ... 368#p11368
A vos souris!
NB: regarder les vidéos pour vous faire une idée de l'utilisation du logiciel, sinon, le mode d'emploi en anglais:
Sculptris alpha release 3
This is an early test release. Please direct any problem reports or comments to firstname.lastname@example.org
In case of a crash, restart the program and it will try to restore the project you were working on.
If it crashes on startup, try again and see if it can recover, or manually remove "_restore.sc1".
To reduce the risk of data loss, I recommend that you save often and to multiple files.
See the end of this file for general usage tips and sculpting tricks.
Demo videos are available at my youtube channel: http://www.youtube.com/drpetter
Check http://drpetter.se for a final version later this spring.
Thank you for testing!
Use the left and right mouse buttons to sculpt. Middle mouse button rotates the view.
There is pressure sensitivity for Wacom-compatible tablets. See below for navigation shortcuts.
Select a tool from the palette and apply it using the left or right mouse button. Left mouse button is the default/positive effect of the tool, while right mouse button is the inverse/negative effect. You can control the size and strength of each tool's brush using the two main sliders.
The 'detail' slider controls how detailed the brush stroke will be - use this with caution as more detail will increase mesh complexity quickly and cause the program to slow down. It might be helpful setting this to zero if you want to tweak some shapes/vertices without adding triangles. Note that any extreme shapes with low detail level might deform quite a bit if you edit them with higher detail later. Activate wireframe view to see what's going on.
You can change the visual material using the 'material' slider. Materials are PNG images in the data folder. They currently require an alpha channel to load properly, and must have power-of-two dimensions.
Remember that you can undo an operation using Ctrl+Z if it doesn't turn out the way you intended.
Keyboard shortcuts for specific buttons are shown when you hover the mouse over them.
Ctrl+Z Undo an operation. There are 12 levels of history.
Shift+left mouse Inverse sculpt, like right mouse button
Mousewheel Zoom in and out
Shift+mousewheel Adjust brush size
Ctrl+mousewheel Adjust brush strength
Plus/minus keys Same as mousewheel, i.e. zoom, size, strength
Alt Popup brush controls (useful for tablets)
Ctrl+Alt Click and drag to zoom in and out
Middle mouse button Rotate the view
Space+left mouse Rotate the view
Space+right mouse Pan the view
Shift+middle mouse Pan the view
Space+shift+left mouse Pan the view
Backspace Clear/fill selection mask (see below)
Tab Toggle detail slider (between zero and previous value)
L Adjust lighting direction in shaderless mode (edit config.txt to disable shaders)
K Enable and reset/update experimental bumpmapping (visual effect while sculpting)
Shift+K Disable said bumpmapping
Crease - Draw creases or folds. Inverse will make a ridge.
Rotate - Rotate brush region. Click and drag outside the circle.
Scale - Scale brush region horizontally and vertically.
Draw - Draw/lift smooth features on the surface. Inverse will push down or draw holes.
Flatten - Push surface towards the local plane. Inverse will deform and amplify details.
Grab - Move a region freely in the image plane. No inverse.
Inflate - Expand in the direction of the surface. Inverse will deflate/contract.
Pinch - Squish the surface towards cursor, tightening creases and corners. Inverse will do the opposite.
Smooth - Soften features to make an area smoother and rounder. No inverse.
Reduce detail - Remove triangles to decrease mesh density in the area touched. Use this carefully, and try not to brush from a low-detail area into a high-detail one. Areas near the symmetry border might cause trouble.
Mask - Paint a selection mask onto the mesh. Areas that are not selected are protected from editing. Press the button again to deactivate mask. Right mouse button erases from mask. Backspace clears or fills entire mask.
Wireframe - Display a wireframe view on top of the model.
Symmetry - Mirror all operations to make an object with complete horizontal symmetry. Note that enabling this will delete the right half of your mesh and any shapes you may have sculpted there. Use undo to disable it and get them back.
New sphere - Create a new project from a sphere.
New plane - Create a new project from a plane.
Import OBJ - Create a new project from an existing OBJ file. Useful if you want multiple objects for sculpting, or somewhat more complex topology than a sphere. Compatibility is limited. Use closed triangulated mesh(es) without sharp corners, and with less than 24 connections per vertex (no high-resolution spheres, unless they are geospheres)
Save - Save project. Hold shift to select file name, otherwise it will save over the current file.
Open - Open project. Any changes will be lost.
Export OBJ - Export model as Wavefront OBJ, for use in other applications. The exported model will have vertices, triangles and vertex normals. No texture coordinates.
Feel free to play around and see what the tools can do. I highly recommend creating improvised chaotic shapes without any careful design - it's a great way to become familiar with the tools, and also a lot of fun.
Use Smooth to fix any small jaggies or unsightly blemishes. It will not increase mesh detail, so it's perfectly safe to use a small brush for added precision. A surface may be slightly flattened by this tool.
Reverse Inflate can make smoother holes than Draw.
Draw a tall bump and Pinch the tip to make a tooth or cone.
Move the Flatten tool around while using it to make smooth directed transitions between surfaces.
Crease can be useful for making mouths. You may want to Inflate or Draw the mass of the lips before Creasing.
Since the tools work in "airbrush mode", you can control their strength to some degree by how fast you move the cursor.
Watch out for "losing your grip" of the surface if you draw in such a way that it falls away from the mouse cursor. Upward/positive strokes are best drawn toward the camera while negative ones work better starting close and going into the distance.
Reverse Flatten can make brains and walnuts or create/exaggerate surprising organic detail, but be careful when it starts "grabbing hold" of a shape, or it might quickly go overboard. Undo is useful here, as is a low brush strength.
Rotate and Scale can produce some unexpected results when used on large areas. Be careful not to twist things too much though, or the geometry might get a little messed up. Undo.
Mask is useful for quite a lot of things. Try masking a pattern and then using the Draw tool to "extrude" it. You might have to use a large brush to avoid deforming the pattern too much. You can also use the Grab tool to extrude sideways, and it might give you a better idea of how far you're moving things.
Masking a small patch and inflating it will create a bubble. Watch out for jagged edges - a tiny bit of smoothing helps.
Fill the mask by pressing backspace once or twice and then use the right mouse button to erase the mask for parts that you want to protect from editing.
For best results, try not to create detail that you later want to remove. The reduction tool does help with this, but it has some flaws and is currently a bit hard to use. Overly detailed areas are more difficult to smooth properly, and they might show up as small bumps.
Camera control is somewhat limited in this version, so make sure you have your object oriented properly before you start building something elaborate or it may get annoying. Sorry about that.
If your graphics card isn't doing a good job rendering the pixel shaders, you can disable them manually in config.txt