

#Sculptris import obj texture software
To know more about Normal maps and bump maps click here and here, or look at the help/documentation of the software your using. It always makes more sense to export a Normal map or Bump map of the hirez model and wrap it on a simplified model. basically most sculpting software output really complex geometry, which standard 3d modelling and animation apps find difficult to handle. You can use this same technique to bring hirez models from Zbrush to the animation software you use(3ds max, Blender, maya, etc). Someone asked me about this on twitter, so i thought i'd mention it here as well. If the video takes too long to load, here it is on youtube as well(has 4 video quality/bitrate/speed/etc. Sculptris centaur from chaitanya krishnan on Vimeo. gave some ik constraints for the legs and some blank objects(non renderable) with which to manipulate them. I just concentrated on the spine and legs. see the latter part of the video below to see how that turned out. and then after rigging it and animating a "crawl" cycle i got some acceptable footage(didn't know what to do with the arms :ko: ). With some basic day lighting my model looks like this :yes:Īfter tweaking the lighting i got better results. :whistle:Īpply this material to your model, and the textures should all be in their right places 🙂 name it what you like.Īdd the texture map image you got from sculptris to the "diffuse" slot of the materialĪdd the bump map image to the "bump" slot. Import the obj file into 3ds max using the default settings. this time it will save texture coordinates with the file, which will be needed by your animation software.Ĭlick the "show advanced tools" dot just under the texture boxesįrom here you can export the texture map and bump and normal maps. do not edit the mesh anymore, just hit the "paint button" and do the texturing, painting. 💡 note: if you'r reducing the mesh detail for other purposes like 3d printing, you need to tweak some more settings, see these instructions for a detailed breakdown on those.Įxport/save as obj again and open in Sculptris. i suggest tying to get it to less than 500000 to 300000faces. it will be different for you depending on your machine's specs and the animation software you use.

Which i knew my machine would be able to handle in 3ds max. i did this process a few times before i got to 220546 faces (from previous 1041092 faces)… I left all the settings intact and just changed the "Target number of faces" to a more manageable number…ĭo this by reducing the number a little, hitting apply and then checking that your not loosing too much topography. If these numbers are too high, the model will be difficult to work with in most animation software… even the high end ones.įrom the top menu go to filters/Remeshing,Simplification and Reconstruction and click on "Quadratic Edge Collapse Decimation" you'll get this box At the bottom of the screen in the pink bar, it gives you the number of vertices and faces. This way when you re-export it with the textures, you won't have any problems in your animation software. I did it before i had done the texturing, and then imported the simplified model back in to Sculptris to do the texturing. Instal it and run it.Įxport your hirez model from sculptris. (I've only done this with 3dsmax so far, should be same for other programs as well).īefore you start get Meshlab from this link. and then i happened upon its other features… most useful of them being the "Quadratic Edge Collapse Decimation" (found here in the top menu- filters/Remeshing,Simplification and Reconstruction).Īnyway heres the basic workflow to get a fully textured sculptris model to your fav 3d program with minimum effort
#Sculptris import obj texture free
I was using the free app MeshLab to convert the sculptris models to the STL format that 3d printers use. The key was finding a quick and simple solution to simplifying the mesh without loosing too much key topography. and animate it( see the video at end of this post)! Managed to get the Centaur(previously mentioned here) character into 3ds max.
