![]() Export your model from Sculptris to OBJ formatĢ. That will take all of two clicks in any program with COLLADA support (like Blender, Maya, Max, etc.) For more information on mesh support in SL, see the mesh wiki: ġ. To bring the mesh models into SL, you'll just need to convert them to COLLADA format first. ![]() They still have a few compelling uses here and there, but on the whole, there's nothing a sculpty can do that an arbitrary mesh can't do a hundred times better. With the advent of arbitrary mesh support in SL, sculpties are pretty much obsolete. ![]() Now that you have your answer (or at least the beginning of it), I'll add that the models you've made will work just fine as imported meshes in SL. It's just that it would entail a bunch of extra work (mainly in the UV'ing) that you wouldn't have to bother with, had you just made the whole thing in Blender in the first place.įor more information on what sculpties are, how to make them, how to export them in a format SL can use (sculpt maps), see the sculpty wiki: So, the direct answer to your specific question is yes, technically you could shape a model in Sculptris, export it to Blender, and from there turn it into a sculpty. Since you're gonna have do that anyway, it would be considerably easier just to do the work from start to finish in something like Blender, and not bother with Sculptris at all. Even if the geometry is right, the UV's won't be, unless you've mapped them in something other than Sculptris itself. Unless you did the above three things, it's virtually impossible that any model you've made in Sculptris this far will be sculpty-compatible. Sculptris is meant to whet your appetite, nothing more.) That's probably the point, though, since obviously the company wants you to buy Zbrush. (In my opinion, this makes Sculptris 100% useless as a viable option for professional or even semi-professional work. You can't do it in advance on the base model, because Sculptris dumps the UV data as soon as you import the model in sculpt mode. This is going to be a tremendous PITA, since Sculptris will only allow you to do it after the fact. ![]() You're going to need to UV it in another program. Sculptris's automatic UV mapping wont' work for this. This is extremely important, because if so much as a single extra vertex is added (or subtracted), the model will no longer be able to become a sculpty.ģ. This prevents new geometry from being added as the surface shape changes. The only way to keep the geometry sculpty-compatible is to work with the detail slider all the way down on every tool. Each must have the requisite number of quads in it for the type of sculpty you're trying to make. You'll need to import a standard bipolar sphere, a capless cylinder, a regular torus, or regular plane. The default plane might work, but its triangulation is just weird enough that it's a bit risky. You must begin with sculpty-compatible geometry. To make a sculpty-compatible model in Sculptris, here's what you'll need to do, for starters:ġ. Thus it's unlikely that any model you've made in this way will be sculpty-compatible, unless you've already gone to pains to make it so. It doesn't know what a sculpty is, afeter all, or that you're trying to make one. You can mess up the topology and splinter the UV map all you like, and the sculpting program itself won't care. As opposed to what's required for sculpties, there are no set restrictions on the topology or UV layout of a model when you're just arbitrarily sculpting it. Working in these programs is more analogous to the traditional definiton of "sculpting", akin to making things out of clay. That is not at all how things normally go when making models in Sculptris and the like. It must be a perfect grid, occupying the entire UV canvas. No matter how you twist it, bend it, fold it, or otherwise distort it in 3D space to produce the three-dimensional shape you're going for, every sculpty is still just a 2D rectangle, just as every origami model is just a rectangular piece of paper.įurther, every sculpty has to have a perfectly uniform UV layout. Everything is ultimately unfoldable into a flat rectangle. The best way to think of sculpties is like origami. Sculpted primitives (sculpties) are oddities unique to SL, and can only be created under a very stringent set of restrictions. They happen to have the word "sculpt" in common in their names, but that's generally as far as the similarity goes. Sculpted primitives in SL are not the same thing as the kinds of arbitrarily sculpted 3D models commonly produced in Sculptris, Zbrush, Mudbox, etc.
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