View Full Version : Reducing poly count when bringing Sculptris models into Lightwave

05-05-2012, 01:41 PM
Does anyone have any experience bringing Sculptris models into :lwicon:? The poly count seems to be enormous on the model I built. So large, that it seemed like I couldn't even reduce the poly count, after I imported it into :lwicon:.

05-05-2012, 01:51 PM
From any sculpting app you would generally export out the object with the lowest possible subdivision level, along with displacements maps and then import that low res model into lightwave and use the displacement map to put the detail back in.

I've not used sculptris but I would assume it's a similar process.

05-05-2012, 02:09 PM
Keep hitting that reduce button!! Or the mesh reduce brush.

But yeah, you are going to have issues getting a reduced object out of Sculptris.

Like the program, somewhat, but boy, it's funky getting something complicated quickly out yet small.

05-05-2012, 02:11 PM
Well Sculptris has it's own reducing routine that it's applied globally. I don't know how well it respects detail though.

You can also load you mesh in Meshmixer and use the Volume nuΔ- brush to really pick where you want less detail. Brush parameters like Streght, Size and Reduce will play a role.
Use it on a backup because normally Sculptris is very picky with meshes and sometimes I can't send MesmMixer sessions back to Sculptris.

Another option would be to forget the Big Mesh entirely, make a retopo in some app and bake the details with something like xNormal (free and awesome)


05-05-2012, 03:48 PM
see if google replies to something named "Meshlab" ..

05-05-2012, 11:06 PM
/\ Probably the best solution. Good application.


05-05-2012, 11:14 PM
Not sure how sculptris works, 3D-Coat has either global decimation while you work, a decimation brush, or you can decimate at export time. I assume sculptris must have one of these.

05-06-2012, 02:27 AM
PLG plugin has poly reduction that even keeps uv and weightmap intact.

05-06-2012, 02:34 AM
Does it? I haven't seen that one. I do use qemLOSS 3 a lot though which does the same.

05-06-2012, 04:47 AM
Yep it does. Good for reducing heavy evermotion models.

05-06-2012, 09:23 AM
PLG is a great tool, It does a great job at keeping the UVs intact and making your objects very light. It has a ton of control too. Be aware tho that it can produce errors here and there with thin long polygons, it also makes triangulated meshes that are quite chaotic that will be difficult to displace or bend with bones and hard to edit if you want to make changes later.

05-07-2012, 09:49 PM
modo has a great retopo toolset.

05-08-2012, 01:35 AM
the free method >
Lightwave plugin - SketchMesh

then import back to Sculptris to do the texturing...

(though the 30 day trial of 3DC would be a great alternative...)

05-08-2012, 01:48 AM
Of course Modeler can have trouble with meshes that are too big. You'd probably be lucky that load a 3m poly mesh and still be able to use it.

05-08-2012, 01:54 AM
yep, i wouldn't try this on any machine... i have a 3.5GH i7, and it's still slow...
Lightwave is not exactly known for it's OpenGL poly speed... :]

05-08-2012, 01:57 AM
Blender and Bsurfaces are the free solution =P

05-08-2012, 05:25 AM
:agree: Blender has a great workflow for retopology, very intuitive and easy to control.

ben martin
05-08-2012, 07:29 AM
The best option for serious quality work, is to retopologize your Sculptris sculpture.
Use Blender as a free solutions, or invest some money in 3D-Coat.
With 3D-Coat, you can do it all there, sculpt, retopologize, UVmaps, paint... and so on. By the way, 3D-coat exports directly to LWO native format (if you don't already know that)

05-08-2012, 07:47 AM
a free alternative,

Sculptris method > http://www.youtube.com/watch?v=XuWQbBzpUH0
followed by SketchMesh > http://www.youtube.com/watch?v=33nm8eWa0eI

(this method actually worked waay better than i thought it would...) http://erikalstad.com/backup/misc.php_files/king.gif

05-08-2012, 07:51 AM
still curious about this bug though... any ideas ?


05-08-2012, 08:00 AM
You could also try Balancer 2.0

There's a Lite version (free) but it's limited to meshes of 15000 triangles.

05-08-2012, 08:39 AM
Sculptris is limited to 1-2 mill though...


05-08-2012, 09:31 AM
Sounds like plenty of quality ideas to try. A couple of things I have learned: 1. There is a reduce button within Sculptris. You just have to be careful not to take too much detail away. 2. I think it helps to sculpt in wire frame, or at least toggle back-and-forth, between the wire and regular view. When you add new geometry with Sculptris, you must be aware that some tools and detail levels can add a bunch of polygons all at once.

Once I get this figured out, I'm hoping to see if I can bring the UV maps into :lwicon:.

05-08-2012, 10:05 AM

you build the main topology first, then add the final detail later...