Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 18 10:25 am)
Too many vertices?
Sculptris is the baby brother of ZBrush, both made by Pixologic. They both will get you up to a million polys if you let them.
Show me a picture of what you are trying to make, and I will get you a low poly version you can import. I use Blender and Wings 3D. I also have Sculptris, but I don't use it much anymore since I have gotten better at Blender, which has gotten better at sculpting.
If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.
I made this in just a couple minutes using a cylinder primitive in Wings and then taking it into Sculptris. I know it's not as detailed as you were planning, but it was just a simple prop. I think maybe you had the cylinder in Poser subdivided.I still don't understand why it was telling you that there were too many vertices.
If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.
rokket posted at 12:29 PM Sat, 24 September 2022 - #4445181
Hi,I made this in just a couple minutes using a cylinder primitive in Wings and then taking it into Sculptris. I know it's not as detailed as you were planning, but it was just a simple prop. I think maybe you had the cylinder in Poser subdivided.I still don't understand why it was telling you that there were too many vertices.
So in sculptris on its own, from the ball it auto-loads, I made a shillelagh with no issue. Carved details into it, had no problem at all. Exported it out. Worked great in DS.
I showed it to the person, but they wanted it more like the picture they want to use as a reference. Now the image couldn't be simpler.(a staff, with bands of metal at the top and bottom and crystals floating on the top. So simple. But before I put the "bands of metal" on, I need to make the ends looked kind of used. grooves, etc)
So I went in to poser. Loaded the primitive cylinder and lengthened it. Saved as an OBJ and tried to take it into sculptris.
Nope.
Literally. ONLY a base cylinder from poser. That is it. Just that. Just the base cylinder, lengthened by rolling the dial.
https://www.darkelegance.co.uk/
Sounds like Sculptris is balking at a high valence vertex, probably on the cap of the cylinder. My suggestion would be to subdivide a cube, lengthen it into a cylinder, and flatten the ends. Some programs don't like poles comprised of many tris. Though I'm surprised this is a problem with Sculptris as it's mostly intended for tesselation.
High valence vertex...
Now that you have explained it, I have to agree with primorge, because I have run into that problem before with Sculptris. Before I imported the cylinder, I connected the vertices at the caps like he showed in the pics above. You may need a 3D modeling program to accomplish this. There are several that are free if you do a search. Most of them work in quads (4 points/squares), and Sculptris works with tris, but you can still import them.
If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.
Tangential, this Sculptris problem resembles my hair-tearing forays into using TurboCAD (2016) to edit OBJs for Poser.
I've just spent a week trying to 'top & tail' a 'kneeling pew' so I could 'book-end' several free-standing rows: A) chop kneeler off back row. B) truncate front row.
But, exporting such trivially 3D-sliced OBJs some-how scrambled the meshes, so that import to Poser created 'ST-TOS Transporter Accidents'. Bad as a sad FBX...
By accident, I found that importing edited OBJ to a different 3D program (eg $$ 3DOC) and promptly re-exporting usually de-snarled the mesh...
Worth a try ??
This is WIP of 10_metre span hall, to illustrate a story. I've timber trusses, opening clerestory windows, a Nantes-ish 'walking labyrinth' and a big, big central mandala, the latter to contribute Lovecraftian tentacles when the splinter sect's off-piste ritual 'Breaks Bad'...
rokket posted at 3:11 PM Sat, 24 September 2022 - #4445195
He/She didn't explain anything. He/She didn't know that the notification from sculptris was indicating that it couldn't import a high valence vertex. Not "too many vertices" as stated a couple times as the problem.Now that you have explained it, I have to agree with primorge, because I have run into that problem before with Sculptris. Before I imported the cylinder, I connected the vertices at the caps like he showed in the pics above. You may need a 3D modeling program to accomplish this. There are several that are free if you do a search. Most of them work in quads (4 points/squares), and Sculptris works with tris, but you can still import them.
The problem is too many edges converging to a single vertice.
The Poser cylinder's cap is a convergence of 30 edges to a single vertex. Sculptris only accepts 24.
"Before I imported the cylinder, I connected the vertices at the caps like he showed in the pics above."
I didn't connect any vertices in the cap, I subdivided a cube, lengthened it, and flattened Y axis the ends. I did however add edge loops to the length just to give it more polys. I wouldn't bother performing such a surgery on the cylinder primitive when I can make a topologically better one in about 6 minutes.
Just clarifying the facts. Especially since OP hasn't responded to the actual solution, including a solution file, to a problem he posted on the Poser Forum and had thus far not received a solution. It's 3d modeling 101 that's clear as day by the notification from sculptris.
I do parties.
That sounds very ambitious. Anything with Old Ones style cultists can't be totally awful.Tangential, this Sculptris problem resembles my hair-tearing forays into using TurboCAD (2016) to edit OBJs for Poser.
I've just spent a week trying to 'top & tail' a 'kneeling pew' so I could 'book-end' several free-standing rows: A) chop kneeler off back row. B) truncate front row.
But, exporting such trivially 3D-sliced OBJs some-how scrambled the meshes, so that import to Poser created 'ST-TOS Transporter Accidents'. Bad as a sad FBX...By accident, I found that importing edited OBJ to a different 3D program (eg $$ 3DOC) and promptly re-exporting usually de-snarled the mesh...
Worth a try ??
This is WIP of 10_metre span hall, to illustrate a story. I've timber trusses, opening clerestory windows, a Nantes-ish 'walking labyrinth' and a big, big central mandala, the latter to contribute Lovecraftian tentacles when the splinter sect's off-piste ritual 'Breaks Bad'...
primorge posted at 1:23 PM Sun, 25 September 2022 - #4445245
Yeah, I used a cylinder. And you're right, they never came back after that response. But seeing that screen cap with the error, I knew what was happening.rokket posted at 3:11 PM Sat, 24 September 2022 - #4445195
He/She didn't explain anything. He/She didn't know that the notification from sculptris was indicating that it couldn't import a high valence vertex. Not "too many vertices" as stated a couple times as the problem.Now that you have explained it, I have to agree with primorge, because I have run into that problem before with Sculptris. Before I imported the cylinder, I connected the vertices at the caps like he showed in the pics above. You may need a 3D modeling program to accomplish this. There are several that are free if you do a search. Most of them work in quads (4 points/squares), and Sculptris works with tris, but you can still import them.
The problem is too many edges converging to a single vertice.
The Poser cylinder's cap is a convergence of 30 edges to a single vertex. Sculptris only accepts 24.
"Before I imported the cylinder, I connected the vertices at the caps like he showed in the pics above."
I didn't connect any vertices in the cap, I subdivided a cube, lengthened it, and flattened Y axis the ends. I did however add edge loops to the length just to give it more polys. I wouldn't bother performing such a surgery on the cylinder primitive when I can make a topologically better one in about 6 minutes.
Just clarifying the facts. Especially since OP hasn't responded to the actual solution, including a solution file, to a problem he posted on the Poser Forum and had thus far not received a solution. It's 3d modeling 101 that's clear as day by the notification from sculptris.
I do parties.
If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.
I hadn't responded as I hadn't received any notifications.rokket posted at 3:11 PM Sat, 24 September 2022 - #4445195
He/She didn't explain anything. He/She didn't know that the notification from sculptris was indicating that it couldn't import a high valence vertex. Not "too many vertices" as stated a couple times as the problem.Now that you have explained it, I have to agree with primorge, because I have run into that problem before with Sculptris. Before I imported the cylinder, I connected the vertices at the caps like he showed in the pics above. You may need a 3D modeling program to accomplish this. There are several that are free if you do a search. Most of them work in quads (4 points/squares), and Sculptris works with tris, but you can still import them.
The problem is too many edges converging to a single vertice.
The Poser cylinder's cap is a convergence of 30 edges to a single vertex. Sculptris only accepts 24.
"Before I imported the cylinder, I connected the vertices at the caps like he showed in the pics above."
I didn't connect any vertices in the cap, I subdivided a cube, lengthened it, and flattened Y axis the ends. I did however add edge loops to the length just to give it more polys. I wouldn't bother performing such a surgery on the cylinder primitive when I can make a topologically better one in about 6 minutes.
Just clarifying the facts. Especially since OP hasn't responded to the actual solution, including a solution file, to a problem he posted on the Poser Forum and had thus far not received a solution. It's 3d modeling 101 that's clear as day by the notification from sculptris.
I do parties.
https://www.darkelegance.co.uk/
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Hello,
So I was trying to work on a staff. It needs to be from a picture. I have been working on it between poser 11 and sculptris. I had managed to make the head of the staff in sculptris and imported it to poser11. So far so good.
But then when I set the head of it on the plane primitive and tried to export it back out, it said too many vertices.
So, I took the head of the staff off...and tried to export the primitive to sculptris....and still too many vertices.
This is a bog-standard, plain, cyclinder from the primitives in props.
Any way to fix this?
I need to tweek it out abit, I need to widen the ends, puts some grooves in it, etc. But so far. It wont go into sculptris to let me do this.
Thanks in advance to those that may reply
https://www.darkelegance.co.uk/
Commission Closed till 2025