hello. so let me get to the point here. the model I have made in Blender does not have any non-manifold issues. I followed your tutorial and no doubles showed up. especially since when I was in edit mode, I selected the vertex and moved it, and there was no double there. but just in case, I ran non-manifold and no vertices were selected. it's weird, because I'm texturing the individual parts of my character, like the head, arms, etc since I've had general issues in the past exporting the character as an entire .obj into another program. also, it just looks better texturing the parts of the character individually. like the scarf, the forearms. etc. there's a pic of him attached. so far, the only successful thing that was textured was the head! that imported perfectly, but none of the other parts are and none of them have non-manifold issues!
so I'm really hoping that this one won't stump you, and there's still a way to export the parts of this model individually. thanks! hope to hear from you soon
Post by wikkidwidgets on Mar 22, 2011 2:31:20 GMT 1
As Monsieur Sanc has stated, best bet would be to let one of us old hats take a look for you. It isn't always a manifold issue that can cause import issue in Sculptris. There are certain types of Geometry that the current version likes to turns up it's nose at. You can use Sendspace as Sanc suggested or PM the file to either of us.
Post by wikkidwidgets on Mar 22, 2011 4:00:28 GMT 1
OK, you have one of 'those' geometries that the current version of Sculptris has a problem with. But it is a snap to fix. The issue is on both ends where you have a circular area coming to a singular point. For some reason the causes issue with Sculptris. Easy fix:
Select the center-most point and delete it. Select all the vertices's around the hole you just created. Type [Shift+F] and Blender will fill the hole for you. You need to do this on both 'ends'. See the attached image.
well, that definitely worked. so thank you for that one fellas! so now I know how to fix the issue on cylinder-based shapes. but try this one sorry, I'm not trying to get you to fix my whole model, but there are certain shapes that are too organic, for lack of better terms, to be textured by simple procedural texturing.
Post by wikkidwidgets on Dec 9, 2013 7:15:00 GMT 1
Grab two of them. Hi for Scale, then hold down the [CTRL] key. That will cause them to 'scale' until the two vertices are at the same XYZ coordinates. Once you have that then hit the [W] key and Remove Doubles. (Makes those two vertices into one.) Effectively welding those points together.
Depending on where this tristar (hehe) sits, it doesn't have to be a problem. Ultimately it means the density of your polygons is changing from one section to another. This has to happen, if you have any complexity in your geometry. Ideally you have that on a location that has little tension, but you can try to offset where this change in density is happening to a more hidden place. In Lightwave I have a variety of approaches, while the most common used to be "Spin Quads". You examine the surrounding geometry for which edge should pass through this area differently and then pick the two polygons where the "edge flow" is interrupted and "Spin Quads", which really first merges the two polygons and then splits them between the next to vertexes counterclockwise (spun, so to say), maintaining quad polygons, of course. The other thing I do a lot more these days is to select three polygons that make a strip, meaning they are connected in a row and not like such a tristar, and then collapse them. That will create 8 triangles. Then I'd merge each 2 triangles that would make a quad again, looking for what edges should continue from where before this new set to where. It creates essentially just one more quad polygon for that area, slowly increasing the density of the geometry. Naturally, you can do all of that in blender without a problem, I'm sure, but I don't know the functions. I'm sure you'll find out.