![]() ![]() The result is again exported as a new temporary OBJ file for further sculpting in Sculptris. I then deleted all unnecessary faces (back of the head), aligned the hair and connected the shells together. The previously exported OBJ and the OBJ hair mesh are then imported in SketchUp. This intermediate result is then again exported back into a new OBJ file. After a bit of tweaking (scale/rotate/bulge) I ended up with this : I then imported the defeatured head base mesh and drag-dropped the "body face" part on it. Then I first imported the OBJ " body face" mesh into Meshmixer and converted it into a Meshmixer part. Rough alignement done for checking purpose Again I exported the result as OBJ.īut before I roughly aligned my 3 different "ingredients" just to check they could do the job. This base mesh I then exported as OBJ for a future use in Meshmixer.įor the new "body face" attributes I simply deleted everything from the Pink panther body mesh except the front part of it (showed in blue) and exported it as another OBJ.įor the making of the hair I simply deleted everything from the Beethoven's bust except its hairs (showed in blue). ![]() The base mesh is the female head I allready had from which I defeatured all the face attributes : But any good female face should do for this project.Īnd for the body and hairs I simply searched Thingiverse and decided I will use : That said, I needed to find 3 main "ingredients" :įor the head I already had an open-source model but I don't remember where I downloaded it from. ![]() Meshmixer's main feature is to mix meshes.Īnd this feature makes it a unique 3D app : I know no other app that offers such a feature. I could have open one of my art book but thanks to some web search it's easy to find a good reference picture in just a few seconds. Now that your design is finished, the last step but one is to export your file into an OBJ format, so that you can upload it on Sculpteo’s website and order your object.The first thing to do is to find a good picture of Magritte's original painting. Then, put the 3 files (obj, png et mtl) inside an archive.png file during the export texmap with Sculptris. Replace MA_TEXTURE by the name you have given to the.Important: for the file MON_MODEL.mtl, MON_MODEL must be replaced by the same name as the one you have given to the.Open the file and add the following content: newmtl material_0 map Kd MA TEXTURE.png.Create a file text in a text editor, name it MON_MODEL, with the extension. ![]() Replace MON_MODEL, by the name you wish.Open the obj file in a text editor, and add the following lines at the beginning of the file: mtllib./MON_MODEL.mtl usemtl material_0.In the software: do export obj in the file model.obj.In the software: do export textmap in the file texture.png.Once again, in order to make a meticulous painting, you will have to use the zoom thanks to the mouse scroll (or + and – of the Numpad), to rotate the object in maintening “Alt” and the mouse, and to laterally change the object’s position thanks to Shift + Alt and the mouse. For the textures, Sculptris allows you to add the textures, as in the example, the texture “Skin of snake” which you have to download in clicking on the “Brush” icon. The texturization and the use of the “Paint” tool are synthetized in the video below. In any case, as soon as that reduction is done, you can click on “Paint”, and Sculptris will begin the mapping: it will take a few minutes. Thankfully, there a most simple tool in the software that lets you locally reduce that number (“Reduce”). Anyway, you must keep in mind that the objects uploaded on Sculpteo’s website must not exceed the million of polygones. Here, beware of the number of polygones on your object, because Sculptris does not necessarily manage well the great numbers: try to not go beyond 400 thousand polygones. The second part of the tutorial explains the painting and the texturization of the object. ![]()
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