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Exporting to Sculptris: Can't import faces with more than 4 corners. Help?
I'm trying to export my axe model into sculptris for better texturing, but when I try to import it it says the above message. I know how to find faces with more than 4 corners, but I don't know how to fix it. Can anyone help me with this?
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Showing 1-8 of 8 comments
TacoTormentor Aug 4, 2015 @ 2:59pm 
You can use the "Triangulate" modifier to quickly, well, triangulate your model so there's only 3 points per face.
EightByteØwl Aug 4, 2015 @ 3:01pm 
Did that, but now it replaced it with a new error message. "Too many triangles connected to an edge (max 2). Thoughts?
TacoTormentor Aug 4, 2015 @ 3:06pm 
Are there any hidden faces in your model? Like, faces that can't be seen from the outside? That's my first guess, as that would make 3 or more faces connected to a single edge. Deleting them should fix that error.
EightByteØwl Aug 4, 2015 @ 3:19pm 
Well it did fix that error... and now another one appeared. I really need to work on preventing these :P this one says "Too many connections to a vertex (max 24)." How do I get around this one?
TacoTormentor Aug 4, 2015 @ 4:20pm 
Jeez, this program has quite the restrictions.. One thing the "Triangulate" modifier might've done is create a triangle fan of edges on one face, creating, as the error says, too many connections to a vertex. In fact, here's a picture[www.zbrushcentral.com] I found showing the correct way to model for Sculptris. Of course, the final version has to have triangles, but an even dirstribution of edges is apparently needed for the model to work. Unfortunately, I don't know any quick automatic fixes for this X(
EightByteØwl Aug 4, 2015 @ 8:43pm 
I managed to fix it, and now there is yet another message. "Too many triangles connected to an edge (max 2)." Do you by chance know a fix for this? I've done some googling but it didn't help.
TacoTormentor Aug 6, 2015 @ 5:37am 
It's basically the same deal as the "too many edges on one verticie" but instead there are 3 or more faces all connected together somewhere on your model. Theoretically, no perfectly modeled mesh should have 3 faces on one edge. Go over your model once more, and see if there are any stray faces lurking inside the mesh. You can grab a face every now and then and move it around to see if there are any duplicate faces underneith it, as that's also a common mistake.
+Rusty+ Aug 6, 2015 @ 12:14pm 
@TacoTorment has given some good advice, im not familiar with how Sculptris deals with import etc but exactly like taco has mentioned both errors are similar.
From the top of my head a quick fix could be to select your mesh (in blender) & go into edit mode, then press "A" to select all and hit "Alt+J" (to convert to quads jst to be on the safe side) then to add a triangulate modifier with setting (Quad method) "Shortest distance" & (N-gon method) to "Beauty" and apply b4 export.

Depending on your mesh though you may have to go over it & manually triangulate certain areas.
Last edited by +Rusty+; Aug 6, 2015 @ 1:12pm
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Date Posted: Aug 4, 2015 @ 2:57pm
Posts: 8