I preferable hope to fully test sculpting on my character Krahli, then using a free Normal Map generator, generate normal maps on a low res mesh to animate with, but that will come later. I want to work on something different..
So here is the Asteroid Alkathosk, and a test on sculpting:
Possible free sculpt software: Sculptris, Blender, trueSpace7.61
Blender has powerful sculpt tools, but it looks a little tricky to use. But on the upside, it has sculpt layers and equally powerful sculpt tools.
trueSpace also has some powerful, simple yet useful sculpt tools also, including texture displacement brushes (minus texture stamping and spacing..)
Sculptris seems like the best bet, with auto tesselation, powerful sculpt tools and simplicity and ease of use. unfortunately you can't generate Normal Maps nor sculpt onto a model with a set UV.
Unfortunately none of these are like Mudbox, Zbrush nor 3Dcoat. But thow successful programs come at a price!!
For ease of use, sculpting in Sculptris is the fastest easiest way. Reliable and fun. I don't have to worry about subdivision, because it tesselates.
Workflow: Export a [subdivided] mesh into Sculptris, begin sculpting, subdividing if neccessary. Use textures as bump brushes and export the final OBJ as the high res version.
Truespace, with lot's of subdivision to very high levels is also intuitive and fun. With a leverl 4 or 5 subdivision level, I can achieve much detail. The high polycount does lag quite a bit. You also have to freeze your subdivision layers to sculpt at that detail. But unlike Sculptris, you can do a linear approach to detail from various SD layers, to the next layer, to the next and so forth.
Workflow: Subdivide the low res mesh, sculpt, freeze, subdivide again, sculpt, freeze, subdivide again, sculpt using texture stamping methods for textures, freeze, export. Import the low res with UV's and the high res to the normal map program and there you go!
Blender is not so intuitive, and I quickly gave up (no internet at the time to hit the tutorials...) But I assume the workflow is similar, having to subdivide when needed and sculpting with the required tools. I also think you can sculpt on different layers of SD detail also, revert back to where you need to go and get the job done. But with a high polycount, it too lags. This method, theoretically I think has the most potential for free.. but the steepest learning curve. And because I don't have the internet at the moment, and it wasn't that intuitive, I don't know the workflow nor how to use it properly.
So let's begin.
Tasks:
1. Create and sculpt an asteroid based off the concept sketch
2. Texture the asteroid with two major Shaders in TS

So that is the asteroid.
Started with a sphere with top and bottom caps.
With some sculpting tools, I pushed and pulled a little to get this result. I also pulled out select vertices to get the spikes
After studying a great illustration i found online, I liked the red, white and blue light setup with my new AO rig that I have offered as a prize in the competition at the moment. I got a brainstorm idea of an arealight with soft shadows and ambience.. thinking of a similar method of my AO rig, making an area light rig. I am not sure how many "rays" it needs.
I did some experiments in TS and it's area light on WS is... lacking rotation abilities, scale abilites and shadow abilities... So I can make an area light rig myself.
Now I need craters. So using the soft selection tool, I made a crater, then using a displacement tool, I added textures to get this fantastic result! Didn't take me 15 minutes! Then using a gradient constant shader, I took an orthographic image from the top, imported it to Paint.net and made a little random displacement texture with 3 craters, 1 large, 2 small.
Then with a sphericle projection, i place a repeated displacement map over the asteroid. I have to subdivide and freeze the mesh accordingly.
A better subdivided result. I do have some issues of overlapping meshes with the displacement mapping, but they aren't of any nuisance.
I got pretty excited, because the displacement mapping did a great job really quickly! After freezing the displacement map onto the mesh, I fixed the mesh up a bit, threw in my favorite realtime shader, a translucent orange, and did this nice quick screenshot.
Textures later, after I unwrap and clean the mesh a bit more, maybe make the spikey end more spikey and then do the UV unwrap in Blender then import into Sculptris or Blender to do some texture painting. I may stick to blender for that as I liked the looks of it, considering the possibility of texture layers. I just have to study up hard... cause Blender is by far not easy to learn for me (unlike some software I can pick up by just using it)



