Haha, wow.... this head is really engraining itself into ours, haha! vffffffffffffffffffffffffffffffffffffffffffffffffc (that was my cat)...appearantly she's impressed, too, and came for a closeup view! ;D
Post by pixellegolas on Jun 16, 2010 15:00:42 GMT 1
unfortunately materials is quite costly and we have the printer running 24/7. If not I would probably spit out models all the time. I might ask for a model in the future so hope I can use someones. We also have hard material that we can put painted lacquer on, could be cool to actually paint a model also
btw, i tried to send a sculptris head for 3d printing at www.shapeways.com/ and i got this error message from em : "Only manifold objects can be printed. Looks like a 3d scan. You need to make it into 1 mesh "
I used symmetry modifier on max of course before sending the model. Any ideas?
Oh dear... Looks like I got some explaining to do...
Let me see if I can help to understand what non-manifold is. KJ's point regarding a 3D printer is a good one. The most common explanation for a 'Manifold' mesh is something that is 'water tight'. However, I have always had issues with that explanation as I can give examples of both Water tight meshes that are non-manifold and non-manifold meshes that are water tight. For a model to be 3D printed, it must have an outer surface and an inner surface. The default sphere in Sculptris is of course manifold, but it is not 'Water tight' as it has no inner surface. In other words, it's not hollow from a 3D perspective. It only has the outer shell. Think of a Golf ball vs. a Ping pong ball. A golf ball is solid. Whereas a ping pong ball has both a outer surface and an inner surface. I.e. It is hollow. But, this definition of Manifold is not the whole story.
Understanding other non-manifold issues is very easy once it 'Clicks' in your head. You will slap your forehead and go, "ahhhhhhhh... OK, OK, I get it..." ;D Here is an example of one of the non-manifold issues on the VW Bug.
This is one variety of a non-manifold problem. If you zoom in even further, and look at the two middle Verts, the problem becomes more apparent.
What you have here is 4 edges that should be coming together to a single point. But two of the edges terminate with a separate vert. Thus, the faces end up over lapping each other. To fix this issue, you simply 'Weld' those verts into a single vert.
Post by pixellegolas on Jun 16, 2010 21:00:37 GMT 1
It's like when I work in SolidWorks. If a model does not have the surfaces totally right I cannot have a density and cannot get the weight of a model, because it actually has no mass. It's like building a cube with 6 square papers, it's a cube but empty inside. A cube built of concrete is solid, full inside.
I am also writting a tutorial explaining how to prep your Sculptris model for 3D printing at Shapeways. I would be done with it already but out on a business trip.
Looking forward to your tut... I did some of these several years ago (not with Shapeways) and used that utility they recommend there (can't think of the name of it now) to check if the model had any "leaks" (holes in meshes). I was working with quad models at the time.
Pix is of one of the first I did. Pretty small but came out ok
Sorry for double posting, but this is a really intriguing side of 3d modeling and my primary interest in it (as a painter/illustrator, I normally do 2D imagery)
I really am interested in an affordable method of producing figurines that are priced to fit into the retail market. Most of what I've done so far is way out of line for that market. (Other than some sculptors I worked with in China for a company making them for the market - natesartpad.blogspot.com/search/label/figurines )
Here's another one with more detail, larger about 6 inches high shown here.
Last Edit: Jun 18, 2010 10:10:37 GMT 1 by nateowens