Hiya, just downloaded v1.01 and loving everything about it. What I'll like to do now is import a model I was working on in Zbrush (with subtools) and continue on in Sculptris. Problem is the mesh scales are wonky and don't pop into place like I thought. I know Zbrush has scaling export issues, and I'm not sure this is the prob, but I really don't want to scale each individual subtool manually Any help/suggestions/workarounds? I aim to use Sculptris at work.
ZBrush 3.5 like you said has some scaling issues. Have you tried importing the pieces in to your package o choice (Max/Maya/Modo/Softimage/Blender/etc.) and seen if the offsets and scales were the same as in Sculptris?
I think that's a very reversed type of process. I would never recommend it that way around! Zbrush natively -and for excellent reasons- is quad based and shameless when it comes to polygon count. Double each quad to get the amount of triangles that poor Sculptris will be burried under and then consider that going back into zbrush requires retopologizing the whole thing again and you'll see... eh... you'd rather want to start with sculptris right away and then carry it over to zbrush. You can do fairly easy retopo there and then add final details in zbrush at 20million polygons, hehehe... it's pretty lovable that way.
Here may be a possible solution (never tried that): (I guess there are some .ztl files to pass over to Sculptris) The either problem is to export from that app. Did you try to export the suptools to stl using 3d print exporter? There, at least, you should be able to to define wished dimensions/scale for sure. Now convert from stl to obj (e.g. using free Meshlab) go to Sculptris...
Any reasons why you started over there? If you want a reasonable polycount: start with Sculptris too.
Please report if that workflow does its job, thanks
I'll try some of the suggestions here, but taron I'm well aware of that, the imports were at a resolution that can be easily handled by Sculptris, and with all due respect I'm not about to throw away a weeks worth of sculpting. Everything works I just needed to know about the scaling. Thx magweb and polyhertz for the suggestions, will try them tonight.
P.S. Topology is never a concern for me until I create my in-game characters. Hope I didn't come across frank with you taron, I know you're unaware of my experience
Yeah so I tried a few things and the scale is off from Z, that's fixable but what I don't understand how to do is accurate placement of imported .obj's. My workflow consists of creating base meshes in max/maya and import to sculpt. I know I could just pull points from a sphere in Sculptris, but I'm not big on that workflow. So now I import an .obj, but the placement seems kinda arbitrary, any way to just import an .obj and let the software determine the offsets? Basically like most 3D apps.
Last Edit: May 24, 2010 15:33:19 GMT 1 by lildragn
You mean: If you have a body with shoes on and the shoes are a subtool and you want to get the shoes in right to the feet?
Sorry, that does not work , not yet. The only thing you can set, is to keep the size, by activating "do not resize" in the import dialog. You´ve to do it by hand: Move the "bounding spheres" right there were the shoes should be. And click - be patient loading bigger filesizes may last a while - make sure that the shoes are the only objects being material colored (not red). Go to the grab tool , activate Global and drag them to the right position.