![]() My goal was a very high quality polyurethane resin final product and molds that would be capable of small-scale production - and that drove a lot of my decisions (using pressure casting, buying a *real* vacuum pump, more expensive silicone etc). I approached this project like a course in molding/casting and I think I learned more than I ever could have if I'd have paid someone to teach me. Through a lot of testing, I found that there is no "right or wrong" way to make molds or cast material - just more-or-less efficient and more-or-less economical. I'm going to try to point out those pitfalls so that hopefully (should you decide to blaze down this trail) you can avoid them. Yes, there was plenty of information aimed at industrial casting operations, but not much for the "guy in his garage" - so a lot of what I learned I learned by reading a lot of semi-relevant material and making mistakes. At the time I started this project, there wasn't a whole lot of information available on making molds and casting resin. Today, as with all computer related technology, you can get better quality for a lot less money - but the techniques are still relevant. I figured that crude would be OK since I wanted to learn how to make molds, had more time than money, AND I didn't want to risk messing up a $10K "print" while learning how to make molds (not that I could have paid that anyway). ![]() The obvious solution was to turn to Rapid Prototyping technology - but back "in the day" (2005) you had a choice of incredibly-expensive and nice quality, or, somewhat-less-expensive and fairly crude. I was also inspired by the idea of taking something virtual and making into a "real" object because as an artist who works predominantly in the digital realm, much of my "art" was not physical - it was made of bits and bytes of data - and should electricity ever go away I'd have nothing to show for years of staring into a monitor. ![]() At the time, I had no idea what a "resin kit" was, but after a little research I found that resin kits were pretty cool and I thought it'd be fun to make my own - having no idea what I was getting into - lol. One of the posters on the forum wrote that when he'd originally seen the image, he thought it was a photo of a "resin kit". I will be covering model preparation for rapid prototyping, cleanup of the "3D print", mold making, resin casting, and final painting - I hope I can do it all justice ) Background: A while back, I had posted a digital render of a character I'd modeled on a popular CG (Computer Generated) art forum. We love to hear how different designers are using sculpting software, from free programs like Sculptris to commercial software like ZBrush.Īs an Amazon Associate we earn from qualifying purchases, so if you’ve got something you need to pick up anyway, going to Amazon through this link will help us keep Hacktastic running.Note: This instructable is entered into the "Make it Real" challenge - so if you like it, please take a second to vote by clicking the button in the upper right of the page - Thanks! This Instructable covers one process of converting a digital character model from a virtual model to a "real" world work of art. Have you created any models with Sculptris? Let us know in the comments. Next, an elegant and mysterious Woman bust by oekart:įinally, a scientifically intricate Honey Bee model by PeterAndrew (with wings made in ZBrush). First, a beautiful Dragon Wall Hookby Kai Bracher: ![]() Here are three fantastic Shapeways models that were designed with Sculptris. To dig in even deeper, try watching these three in-depth video lessons that Mr.Brooks made for his students: Becoming Familiar With Digital Sculpting in Sculptris, Using the Grab, Scale, Rotate, Draw, Crease Brushes in Sculptris, and Using the Flatten, Inflate, Pinch, and Smooth Brushes in Sculptris.įor even more Sculptris resources, dive into the extensive Sculptris Jumpstart resource page on Thingiverse, and the video resources on the main Sculptris site. It’s very easy to learn how to use Sculptris to create complex 3D models by pushing, pulling, and stretching a digital ball of clay.įor a nice introduction to the basic tools, plus a walkthrough showing how to create character heads, check out the Sculptris Reference Tutorial video by IntroducingEmy. Sculptris is a free beginner 3D digital sculpting program made available by Pixologic, the company that produces the professional-grade sculpting software ZBrush. If you want to make an organic-looking sculpted character head or body, and you want to do it for free, then you’ll want to know how to use Sculptris.
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