tag:blogger.com,1999:blog-4794502957553218526.post247662795200481328..comments2024-03-11T12:16:14.771-07:00Comments on Inaccessible is Accessible: Centaur goes from Sculptris to 3ds maxChaitanyakhttp://www.blogger.com/profile/14904433823547028150noreply@blogger.comBlogger9125tag:blogger.com,1999:blog-4794502957553218526.post-80727122566982121382011-03-05T15:33:32.000-08:002011-03-05T15:33:32.000-08:00Renegade writes:Very helpful thanks very much.Renegade writes:Very helpful thanks very much.anonymousnoreply@blogger.comtag:blogger.com,1999:blog-4794502957553218526.post-57064610810220052672011-03-29T06:33:24.000-07:002011-03-29T06:33:24.000-07:00Anonymous writes:I agree, very helpful.Anonymous writes:I agree, very helpful.anonymousnoreply@blogger.comtag:blogger.com,1999:blog-4794502957553218526.post-48182190994449069652011-03-29T06:33:16.000-07:002011-03-29T06:33:16.000-07:00glad you guys liked it. do share links of any stuf...glad you guys liked it. do share links of any stuff you did after seeing this .also any other tips you may have are welcome, that way it can be even more helpful to others.thankschaitanyaknoreply@blogger.comtag:blogger.com,1999:blog-4794502957553218526.post-43704651947023126102011-04-20T16:34:28.000-07:002011-04-20T16:34:28.000-07:00Maulsmash writes:My thoughts you can do this and h...Maulsmash writes:My thoughts you can do this and have more control over your animated mesh by sculpting a base mesh in 3ds Max first. Create UV maps for the mesh. Then bring in a copy into Sculptris...add details...then save that mesh. Then use xNormal to bake the normals of the highpoly mesh onto the base mesh. Then load your baked normal to the base mesh in 3ds Max to add the details...and animate away. I'll have to try this, but should work.anonymousnoreply@blogger.comtag:blogger.com,1999:blog-4794502957553218526.post-11456095953209125012011-04-20T17:34:05.000-07:002011-04-20T17:34:05.000-07:00Originally posted by anonymous:My thoughts you can...Originally posted by anonymous:My thoughts you can do this and have more control over your animated mesh by sculpting a base mesh in 3ds Max first. Create UV maps for the mesh. Then bring in a copy into Sculptris...add details...then save that mesh. Then use xNormal to bake the normals of the highpoly mesh onto the base mesh. Then load your baked normal to the base mesh in 3ds Max to add the details...and animate away. I'll have to try this, but should work.what you suggest is actually how most people do it already. the technique i've shown here is for those ppl who have already modelled something complex in sculptris(or zbrush) and are now wondering how to animate it. thanks for your input, really appreciate it. thankschaitanyaknoreply@blogger.comtag:blogger.com,1999:blog-4794502957553218526.post-15616558263873207712012-02-02T14:32:31.000-08:002012-02-02T14:32:31.000-08:00James writes:Perfect tutorial to a problem im faci...James writes:Perfect tutorial to a problem im facing, cheers dude!anonymousnoreply@blogger.comtag:blogger.com,1999:blog-4794502957553218526.post-76219201822494610342012-02-06T14:32:28.000-08:002012-02-06T14:32:28.000-08:00Originally posted by anonymous:Perfect tutorial to...Originally posted by anonymous:Perfect tutorial to a problem im facing, cheers dude! :) glad i could help!chaitanyaknoreply@blogger.comtag:blogger.com,1999:blog-4794502957553218526.post-48165565501071754132012-02-24T12:32:40.000-08:002012-02-24T12:32:40.000-08:00Anonymous writes:hello, nice model and thank you f...Anonymous writes:hello, nice model and thank you for this tutorial but i'm having some problems. When I try to import my model back to sculptris I get this message: 'too many triangles connected to an edge (max 2)' Any idea what I could try? Thank you,anonymousnoreply@blogger.comtag:blogger.com,1999:blog-4794502957553218526.post-487399987908335672012-02-24T13:32:07.000-08:002012-02-24T13:32:07.000-08:00Originally posted by anonymous:too many triangles ...Originally posted by anonymous:too many triangles connected to an edgeall i can think of is that somewhere in your model theres a polygon with more than 4vertices. you'll need to connect them up. if thats not the case, use meshlab to re-convert your model.chaitanyaknoreply@blogger.com