![]() ![]() I should point out that at the end of production, you will want to have NO SCULPTRIS files, and everything converted into a Blender UV map, to be applied strictly to BLENDER objects. If my theory is correct, this should essentially convert the half-pregnant Sculptris texture into a nice, flat Blender one, provided you made the necessary seams on the object to bake onto. It could be possible to bake the original's texture onto a lower poly 'fake' copy positioned over it, but I haven't tried it. It will require a bit of 'hiding' or temporarily deleting vertices so you can squash the surfaces to get some flat angles, so keep in mind as the complexity of the object increases, so does this conversion process. You don't need to do much re-fitting to the UV map IF you specifically use 'squash' type modifiers that simultaneously flattens the object while spreading it out- often these coincidentally mostly fit the flattened UV map already, at least on simplified objects. In short, you flatten the (original) Sculptris model, take a screenshot and use photoshop to put the pieces together. The means, by using the above technique, your texture ceases to be a single smooth surface and instead shows its true form- disjointed shards.ġ- tested and very successful- but a little work intensive. ![]() This is a problem for Blender, which expects textures to be a more unified 'wrapper' (as you know). Please see my reply below for some possible solutions.įor textures, there are more problems the actual UV texture maps Scultptris makes are a cacophony of random shards that are stitched together only by the object mapping code Sculptris provides. However, there is still an issue with textures. I haven't had a chance to experiment so thoroughly. Keep in mind my tests have been limited but I've managed to successfully create proper displacement maps in the UV editor using this technique when previously I could only create a UV mess, so I'm confident this resolves a lot of the issue. The result is a proper BLENDER object that coincidentally has the same vertices as the import. The problem is that imported Sculptris objects retain the Sculptris texture/mapping data, which is incompatible with Blender.Īll you need to do is copy the geometry and make a new object. For this tutorial, we will just focus on creating a Landscape using the default settings. Once you have clicked on the Landscape option, you should see the following set of Landscape tools displayed in the Landscape panel. However, I have managed to find a solution that helps resolve a LOT of this. To create a new Landscape, click on the Landscape option in the Modes dropdown menu. At best, importing the Sculptris object leaves a corrupted texturemap that only half-exists, and cannot be edited much without causing problems. with proper texture maps, are able to be baked and re-used. So, a long time ago I asked if it was possible to convert Sculptris files into proper Blender files. ![]()
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