![]() 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.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |