How do you create detached or floating limbs in Sculptris?


#1

I have Sculptris and have been using it more recently, was wondering if its possible to create sort of floating limbs not attached to the body? I have a character I’m sculpting that has detached legs and arms. is this a capability or does everything have to be attached?


#2

Just add a new sphere, opting to add it in as a new object instead of using it to create a new scene. That will do it.

Going forward, I would recommend that you either invest in ZBrush or use Blender, both of which are far more robust for sculpting than Sculptris.

ZBrush is, obviously, the (pricey) premiere sculpting tool and offers a vast array of brushes and options - including scene/subtool management. There is a cheaper ZBrush Core version, but it is decidedly more limited than the full package. Better than Sculptris though.

I would also ask you to consider Blender as a viable option. For one thing, being an all-in-one suite application, you’re going to have far more power at your disposal. - everything from traditional modeling to rendering & animation. For another, Blender has more brushes and sculpt related power. It might not be able to handle the bajillion polys of ZBrush, but it can certainly handle upwards of 10x the poly counts of Sculptris, which tends to crash near the 2mil mark or so. (For me, Blender sculpting only becomes impossibly laggy once I try to go past the~25mil quads mark.)

Sculptris is good for rough speed sculpts, but it does have its limitations regarding brushes, memory, stability, scene management, & so on. It has also been abandoned. Pixologic bought it out & cannibalized it for parts for ZBrush; Hence the Sculptris Pro mode in ZB.

Sculptris is simple. Simple has its place. However, if you’re getting serious about sculpting then go bigger. If you can’t afford ZBrush or ZBrush Core, go with Blender. The sculpt tools are super solid and easy to learn. You also get dynamic topology like with Sculptris and ZBrush. When (if) you decide to move to ZBrush, well, the transition shouldn’t be all that tough. Sculpting is sculpting is sculpting is sculpting. The techniques are universal even if the UI/UX isn’t.