
I started with a .tga of a sculpt map from an object I already have in SL. I took it into Sculpty Space (where it looked just as it does inworld) and saved it as an .obj file. I then importned that .obj file into Wings and Wings told me the object only had 1984 polys, 2976 edges and 994 vertices, so Omei's exporter wouldn't work.
I imported the same .obj file into ZBrush and ZBrush saw 2048 polys and 1089 points.
Therefore I thought I'd better start with Hypatia's 6463sphere.obj which I imported into ZBrush and saw it had 4032 polys. I flattened and squeezed it only, verified it still had the same no. of polys and exported it as a new .obj file.
I imported the new .obj file into Wings, which recognised the 4032 polys and allowed me to export the .bmp file with no problem.
I imported the Wings-created .bmp into Sculpty Space and exported it straight out again as another new .obj file. When imported into Wings, the new .obj had 1984 polys, 2976 edges and 994 vertices and in ZBrush it had 2048 polys and 1089 points!
I can see that Sculpty Space is halving the poly count (not sure why, but I can live with that
) ... what I don't understand (well, a small part of what I don't understand!) is why Wings doesn't recognise all those polys but ZBrush does.I've bought one of the inworld sculpty tools which creates either a .bmp or .tga (can't remember which) sculpt map and was told I could use Sculpty Space to convert the map to an .obj file to continue modelling/texturing it in a 3D program. However if Sculpty Space is modifying the no. of polys in this way, that kind of puts the kybosh on ultimately using the Wings exporter to create the final sculpt map.
I'm not complaining at all, I'm in awe of the resources that people have so generously provided for free, but I'd appreciate if someone could tell me if what I've experienced is the expected outcome or whether I've messed up along the line somewhere.
Thanks

Isobel
