When I import .obj file to sculptris it seems to display the inner area of the mesh, while the normals are fine. In blender viewport it looks fine, but sculptris funks this up. I know there has to be something wrong with complexity of the mesh, but it's supposed to be shield's base mesh so i don't wanna give up with this. There aren't extra free vertices or faces, every face is filled too. Can someone help me, please ?
Last Edit: Sept 18, 2010 1:24:43 GMT 1 by arthurro
Looks like all the normals are inversed, as i can't see the original .blend i don't know if the original mesh has the problem or if it is the .obj export. Sometime in the view port of Blender it looks OK in edit mode because of the "solid" display that lead you into thinking everything is ok, but in fact you could have lots of inverted normals without having noticed it.
By example :
It seems ok but in fact it is not, as if i change the display view to Textured, and despite i have the Occlude Background Geometry checked (so i should not see through the model), the display show the whole mesh being inside out.
That is because the normals are all inverted, to fix that, select either the whole model (if it is the whole model that is affected) or only the faces that are inverted, click on Mesh -> Normals -> Flip.
If you model is fully closed and only a few faces are affected, to not waste time sellecting all the affected faces manually, Select All the mesh, click Mesh -> Normals -> Recalculate Outside.
And all the normals will then go to the correct orientation, as in that example i don't see the model inside out anymore in textured display when i have the Occlude Background Geometry :
So give it a try before exporting into OBJ and Sculptris should display the model as you want it, i had this problem in a base mesh i made in Blender that i exported into Sculptris, flipping the normal in Blender fixed it entirely.