![]() The means, by using the above technique, your texture ceases to be a single smooth surface and instead shows its true form- disjointed shards.ġ- tested and very successful- but a little work intensive. This is a problem for Blender, which expects textures to be a more unified 'wrapper' (as you know). Please see my reply below for some possible solutions.įor textures, there are more problems the actual UV texture maps Scultptris makes are a cacophony of random shards that are stitched together only by the object mapping code Sculptris provides. ![]() However, there is still an issue with textures. I haven't had a chance to experiment so thoroughly. Keep in mind my tests have been limited but I've managed to successfully create proper displacement maps in the UV editor using this technique when previously I could only create a UV mess, so I'm confident this resolves a lot of the issue. The result is a proper BLENDER object that coincidentally has the same vertices as the import. The problem is that imported Sculptris objects retain the Sculptris texture/mapping data, which is incompatible with Blender.Īll you need to do is copy the geometry and make a new object. However, I have managed to find a solution that helps resolve a LOT of this. At best, importing the Sculptris object leaves a corrupted texturemap that only half-exists, and cannot be edited much without causing problems. with proper texture maps, are able to be baked and re-used. So, a long time ago I asked if it was possible to convert Sculptris files into proper Blender files.
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