Quote from: TheBadger on April 28, 2012, 07:30:36 PM
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*By the way... I tried to import an .obj, and got an error message; "to many connections to a vertex". The model was made in Hexagon and I want to paint it in sculptris, because if I can get it in there the auto un-rap would make thinks so much better for me. Can some one tell me what the error message means? How to fix it? And what other free program I could use with a good auto un-rap?
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It is not installed on my machine but you could try to triangulate the object.
Looks like there are faces with more then four edges.
Quote from: TheBadger on April 28, 2012, 07:30:36 PM
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*One more question. Why do you guys need 4K? Even if you were working on an image in photoshop that was bigger than that, the model your making is not likely to be so big in the image? What are you outputting work for?
Big image use depends how you work and what you do. I used 20 000 x 20 000 images in TG2.
Was it absolutely needed? NO!
But TG2 could handle it and when i wanted from a very far POV to a closer look in an animation everything was ready to go.
Let say you have a render that is 2000x2000 .
In the middle is a cube that is half the pixel amount 1000x1000 .
But you want to spin the cube (how original
) .
Now you have 6x1000x1000 .
You could use them separately or in one texture (as a UV map for example) that is now 6000x1000 .
And this is when you are
not going to get closer to the cube.
But in principle it would be good to use small textures so far you can get away.
You might get memory problems or unneeded longer render-load times etc quite easily if you use them to much relaxed
But i tend to do the opposite. I make them mostly more then needed.
Because sometimes i want to get closer and make a different render. This makes it more flexible for me.