The last few months I spent considerable time learning ZBrush to create normal and colour maps for a UDK game project I worked on. One thing I learnt pretty quickly was if the base model didn’t have good topology it would be pretty difficult to add detail where I wanted to. My team never bothered to use the re-topology tools available since it would have changed the base mesh and we didn’t have the time. Fast forward to today, I learnt that a sculpting program called Sculptris has been released that solves this problem by dynamic subdivision that adds sufficient detail where needed. I was also delighted to hear that it will be implemented in my favourite 3D package, Blender.
Below is an image of an elephant alien that took me a few minutes to do in Sculptris. I consider this a sketch since I can think of a lot more I could do with it such as adding skin texture and sharpening up some areas to distinguish between bone and flesh.