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    [LIP] Sculptris_SimonLeBon

    Scheduled Pinned Locked Moved Organic Modelling
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    • pilouP Offline
      pilou
      last edited by

      Beautiful ears! 👍

      Frenchy Pilou
      Is beautiful that please without concept!
      My Little site :)

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      • numbthumbN Offline
        numbthumb
        last edited by

        With such auditory input, she´s gonna go bananas. 😄
        Your imagination has no limits, Simon. 👍

        Comfortably numb...

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        • R Offline
          rattusNOR
          last edited by

          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:

          http://i274.photobucket.com/albums/jj245/Spendauballet/Sculptris/thbiscotte_import_03.jpg

          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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          • simon le bonS Offline
            simon le bon
            last edited by

            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

            http://i274.photobucket.com/albums/jj245/Spendauballet/Sculptris/2011-02-07_145604.jpg


            http://i274.photobucket.com/albums/jj245/Spendauballet/Sculptris/th2011-02-07_140408.jpg


            http://i274.photobucket.com/albums/jj245/Spendauballet/Sculptris/th2011-02-07_140947.jpg


            TIG OBJexporter

            http://i274.photobucket.com/albums/jj245/Spendauballet/Sculptris/2011-02-07_151031.jpg


            http://i274.photobucket.com/albums/jj245/Spendauballet/Sculptris/th2011-02-07_151235.jpg

            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.)

            http://i274.photobucket.com/albums/jj245/Spendauballet/Sculptris/2011-02-07_195339.jpg


            http://i274.photobucket.com/albums/jj245/Spendauballet/Sculptris/th2011-02-07_135045.jpg


            http://i274.photobucket.com/albums/jj245/Spendauballet/Sculptris/th2011-02-07_135357.jpg


            http://i274.photobucket.com/albums/jj245/Spendauballet/Sculptris/th2011-02-07_135945.jpg

            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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            • pilouP Offline
              pilou
              last edited by

              no possibility to go to Meshlab, before go to Su? 😉

              Frenchy Pilou
              Is beautiful that please without concept!
              My Little site :)

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              • simon le bonS Offline
                simon le bon
                last edited by

                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:

                http://i274.photobucket.com/albums/jj245/Spendauballet/Sculptris/th2011-02-07_230327.jpg

                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

                http://i274.photobucket.com/albums/jj245/Spendauballet/Sculptris/th2011-02-07_235341.jpg

                (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 loads 😍

                Re:about 50000 faces, Su is coming slow and we are probably not very far from the limit...


                http://i274.photobucket.com/albums/jj245/Spendauballet/Sculptris/th2011-02-07_234715.jpg


                http://i274.photobucket.com/albums/jj245/Spendauballet/Sculptris/th2011-02-07_234832.jpg

                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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                • simon le bonS Offline
                  simon le bon
                  last edited by

                  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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                  • pilouP Offline
                    pilou
                    last edited by

                    And the Thomthom clean up don't make some polygones reductions?

                    Frenchy Pilou
                    Is beautiful that please without concept!
                    My Little site :)

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                    • mitcorbM Offline
                      mitcorb
                      last edited by

                      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.

                      I take the slow, deliberate approach in my aimless wandering.

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                      • jason_marantoJ Offline
                        jason_maranto
                        last edited by

                        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.

                        I create video tutorial series about several 2D & 3D graphics programs.

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