![]() ![]() Way back when Poser couldn't export individual groups from a figure, it was hard to use an external modeller to make morphs. It's written in Java, so it will work under any platform that has Java available. Fortunately his download is still available. It's a little utility that was written way back when (you'll see how way back in a minute) by a guy named John Wind, who doesn't seem to be around any longer. :)Īttached Link: > Quote - what is Compose? Never heard of it. I just assumed that everybody who had been in 3D for any length of time knew about it already. Nods - and sorry for not linking to it earlier. I may be able to use it to substitute for most or all of what Compose does for me at the moment. The POV-Ray part of PoseRay, although useful, is really only a small part of what it can do. Weld vertices with user defined tolerance.Examine groups rename, transform and delete them.Examine materials and UV maps, with some ability to remap.See a 3D preview, and pan, zoom and rotate it.Merge meshes (presumably including meshes in different formats, though I haven't tried it yet).Import meshes in OBJ, 3DS, LWO, DXF and other formats, including Poser and DAZ|Studio scenes.Here's just a few features that grabbed my interest - I'm sure there are plenty more that I have yet to discover. I may have to rethink some of my modelling workflow. PoseRay is amazing! I had no idea it did so much stuff. But in term of performance you’ll have much better texture paint session in Blender with a retopologised model.I had a little time to play with it yesterday, since I had a Lightwave mesh I wanted to convert. That’s why if you really want to use Blender to paint, i strongly suggest to learn retopo first, while it’s not hard it takes time. Performance should be bad unfortunately, unless you have a powerfull computer and a graphic card that is very opengl friendly. Once done, go into Texture Paint mode and change the display from wireframe to solid. Wait until it’s finished (you’ll see in the UV/Image Editor) it can take a few minutes depending on how high poly your sculpt can be. Then in the 3D View press U then Smart Unwrap Project (the same kind of Sculptris Blender would do) and at “Island Margin” change the 0.00 to 0.05 to give a bit of space between the UV island (and avoid painting overlapping on them). In the UV/Image Editor click on Image -> New Image and select the color you want by default, 1024x1024 should be the minimum size of the texture you want if you hope to have some nice details, 2048x2048 would be better but depending on how your computer is Blender friendly, it may be very taxing on ressource (and already with a high poly sculpt it will be hitting your computer hard). Split your screen in 2 and change one of the 3D View into the UV/Image Editor. This step is usually unecessary but it’s a trick to save performance when you’ll go into the UV/Image Editor, as by default Blender is extremely sluggish in the UV/Image Editor if the high poyl model is not unwrapped. There with the whole model selected, press U then Project from View. Now unless you have a good computer and a graphic card that is very opengl friendly, viewport performance in edit mode willl be horrible with a high poly sculpt, the best method would be to retopo ( good video tutorial about it there ) to get a much lower poly model.Īnd it’s really recommended to retopo, because Blender Texture Paint mode with high poly model has horrible performance (unlike Sculptris Paint Mode that has much much better performance)īut if you just want to paint on your sculpt without going the retopo path, while being in Object Mode set Blender display to Wireframe mode, Wireframe mode will give you much better viewport performance. ![]() In Blender, delete every object you have (the ones you don’t want to keep as importing an obj will not delete what is already there) File -> Import -> Wavefront (.obj) and import your sculpt. I’m not much experienced with the Texture Paint mode in Blender, but in case this can help you :Įxport your Sculptris piece in OBJ format
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