

That's because SnakeHook2 works based on the direction of the surface rather than the screen. So what you might notice is that when I drew this, the horn came out straight. And let's just create a horn right in the middle of the forehead. Hit B to bring up our brushes, S for the brushes that start with S and let's get SnakeHook2. Let's go ahead and turn off symmetry mode. Now there's one other variant of the SnakeHook brush that I wanna show you.
#Sculptris hair brush pro
So just make sure that Sculptris Pro is turned on when using the SnakeHook brushes from now on. It doesn't quite know what to do with it. So if we turn this off and undo that, and then try to use it again, it's not really going to create much of an effect at all. Now this brush only works when Sculptris Pro mode is turned on.

It doesn't peter out so you can create things that are as long as you want. So with Snake Sphere, the interesting thing you'll notice is that it maintains a diameter.

So let's undo that and switch to a different brush. If you wanna create some really long tentacles or something, eventually it's gonna reach a point where it just kinda dies off. So one thing I've noticed with this is that you know, it's really great, it works nice but the effect kinda peters out towards the end. So let's just zoom out a little bit here and try something else. So let's undo that and just witness this as it happens. So you can see that it added little triangles all along to keep any one triangle from getting too stretched out. So let's turn on our wireframe with Shift + F and zoom in on that. And if we turn this on, it works great with SnakeHook because what it does is it automatically subdivides the model to maintain smoother topology. So there's a new feature in ZBrush 2018 called Sculptris Pro mode. So you can see what is doing is it's stretching out these polygons but at a certain point, it just becomes really, really difficult to maintain any sort of smooth topology with this. Now let's just use this to grab and pull on the model. And let's switch to the SnakeHook brush, B, S, and you can find it here, SnakeHook.
#Sculptris hair brush full
Now with ZBrush 2018, there are some new varieties of the brush as well as a whole new feature that really allows SnakeHook to live up to its full potential. The problem up until now is that the affected head on objects is so extreme that it becomes unpractical quickly.
#Sculptris hair brush trial
Usually you need a base model to get good results, though from what i read “dynamesh” that is a recent Zbrush function is a “remesher” that can remesh quickly your sculpt into a new base model in case you need.Īfter that you have the performance, from the trial version i toyed with a few years ago, Zbrush have a much better performance than Sculptris and Blender on every computers, weak or strong.Īnd Sculptris costs nothing, just go download it and try it for yourself to see if you like it, i have used it for a few years before going fully to Blender Dynamic Topology, it’s a very good little sculpting application.- The SnakeHook brush has been around for a long time and it does some interesting things. Zbrush works more similarly to Blender’s Multiresolution, your brush strokes in fact “displace” the existing surface, meaning that you’ll need to subdivide the whole model to increase the density of said surface and then sculpt your details. That’s my favorite way to sculpt personnally, you don’t need a base model because you can transform everything into everything due to the “face where you work” method used there. Sculptris works similarly to Blender’s Dynamic Topology, you don’t need to subdivide your whole model, your brush strokes will add more faces where you’re working on, allowing you to create fine details without the need to subdivide the whole model a lot. Regardless of specific functionalities (that Zbrush has by thousands more than Sculptris), there’s a big difference between Sculptris and Zbrush : the method used to sculpt, that provide you with a very different “feeling” when using the brushes
