[LIP] Sculptris_SimonLeBon
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Hi guys,
You're nice and kindI have made a speed test with import export .obj
Native "File/Export as Obj" with SU7 pro works fine.
Tig's OBJexporter and Import OBJ with Materials worked perfectly with Su6 free. (thank you a lot dear TIG)
remind: from Scuptris included documentation
@unknownuser said:
Import OBJ - Import an existing OBJ file. Useful if you want multiple objects for sculpting, or somewhat more complex topology than a sphere. Compatibility is limited. Use single closed triangulated mesh(es) without sharp corners, and with less than 24 connections per vertex (no high-resolution spheres, unless they are geospheres)
In Fact, there is no need to produce a model "without sharp corners" after some tries I had mad a simple "hard square" and this worked.
No need also to subdivide the model into SU. Sculptris do the job itself easily using "Subdivide All" button
The various tools expend the subdivision in relation with Detail slider.
There is also a "Reduce Selected" button in order to export back to SU a reduced mesh which works on the full model,
(4 or 5 iterations:)
And more handy, I have used "Reduce Brush" button to reduce by zones.
At the end, "cherry on the cake" I have used Chris Fullmer's Extrapolate Colors to make a harlequin render.
Cheers,
Simon. -
You have also Random Painter by Chris Fullmer!
Else it's a very cool workflow for make "subdivision and Smooth" with SU6! (or up)
@ Simon :Je te "pique" le tut, le traduis et te donne l'adresse où je le mets dès qu'il est fait
Ok traduction faite
Je vais évidemment la mettre aussi sur la "French Section" à SketchEducation -
Nice harlequin technique, can also do a good job in case you want to do one of Gaudi's rooftop sculptures... -
The cool thing of this, is that you can use use the "pressure" inside Sculptis
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Thanks for keeping us informed, Simon.
Very interesting workaround for organic modeling. -
Hi!
If I have verified the import/export abilities between SU and Sculptris,
And also have verified that tools of Sculptris worked on Su "waterproof" models,
the "traduction" of Pilou point out better than I had done the rich combination SketchUP/Sculptris to make subdivisions job.!!We know how Su and the better quadcore are easily put on their knees by subdivision operations.. Sculptris make the job: "fingers in the nose" so !!
See you soon,
Simon.
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Very interesting work -- I have used Z-brush and I have contemplated 3-D Coat but Sculptris seems to be a viable alternative.
The harlequin technique was very appealing as well...
Best,
Jason. -
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Beautiful ears!
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With such auditory input, she´s gonna go bananas.
Your imagination has no limits, Simon. -
cool! a dedicated forum for organic modelling!
simon, thank you for posting the sculptris/sketchup combo,
i can only get it to work with rounded-corners, i can import a square with
sharp corners too, but when subdivide or just touch it with a brush it "explode"
and can not keep it's shape like you did here:just wondered if you had encounter this problem too before you got it right,
it may be graphic-card issue.. my sculptris crash a lot.anyway, keep up the good work
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Hi Rattus,
I'm pursuing my tests. As I had named the title, it is for me a "learn In Progress" and I'm happy if we are several to search.
First, concerning your problem.
The point is that Sculptris only accept meshes= triangulated model.
You had certainly used the 3D Obj exporting ability of SketchUp "Pro". Doing this, the model is not exported with faces as meshes = they are not triangulated.Using TIG OBJexporter,
@unknownuser said:
All Exported Faces are Triangulated,
so that Sculptris accept.The other solutions for this:
is to use SU pro obj exporter after have triangulated the model with (once again ) TIG triangulateFaces(take care to follow the link at the end of the first post which lead to the latest version included in page two)TIG triangulateFaces
TIG OBJexporter
The point where my enthusiasm is very lowered is the difficulty (crash,crash,crash) to re-import the sculpture into Su.
In a bit complex model, despite all my efforts to diminish the number of triangulation Su is unable to accept the import. (If you can wait, I'm looking for a solution.)The avowed purpose is to bridge Sculptris to SketchUp to achieve all these architecture details sculptures for which SU is so low gifted.
Well Subdivide&Smooth V2 is not very far to be out and I think it will be very efficient in that purpose...simon
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no possibility to go to Meshlab, before go to Su?
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Hi Pilou
Meshlab is now installed
Whao! very powerful = relatively simple but complex by the quantity of possible actions..
(haven't found undo command )I've made a quick test on my initial model (not very perfect: holes (ripped), hidden vertices etc..)
305.310 faces:
after cleaning and repairing : -merge close vertices ; -remove duplicate faces
I have remeshed : clustered decimation (50%)
40.854 faces:!:
But we can notice an evident lower quality of the details
(saved as .OBJ)Then,
in SU6 free with TIG Import OBJ with Materials
(plugins menu- options: import in meters, import mesh only, flip yes)
The object loadsRe:about 50000 faces, Su is coming slow and we are probably not very far from the limit...
Yehh! not too bad
Thank you Pilou.
++simon
Re: May be it is a good occasion for me to try ThomThom Cleanup
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After a night, some reflection and a discuss with SCF guys,
Regis wrote in the french Section:
@unknownuser said:
I have no pre-conceived upon the technique used by Sculptris but I think it's super polygons gluttonous. Increasing the resolution for more details, polygons count skyrockets.
I prefer the standard polygonal technical modeling with faces subdivision, I find that this gives more control over the topology of the mesh and give a better control on the number of polygons.
This inspire a conclusion:
Régis is probably right on the polygonal modeling technique.
Sculptris is really nice but can't be the perfect companion to SketchUp which is so weak to manage a high rate of polygons..simon
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And the Thomthom clean up don't make some polygones reductions?
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For my elderly machine, Sculptris is torture. Yes, you can run it, but it just bogs down the CPU with only 1.6GHz. Also, my video card renders the model oddly.
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It may be 3DCoat it the answer you seek -- you can sculpt freely (voxels) and retopologize easily so the the sculpted form will need the minimum amount of poly's to retain the desired form, which will help in getting it back into a Sketchup file at a reasonable size.
I've used ZBrush in the past to do this but topology can be a more painful issue in ZBrush.
Best,
Jason.
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