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Sculptris Projection Mapping Version 1.0 May 29, 2010 By WiKKiDWidgets

Sculptris Projection Mapping - WiKKiD Widgets

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Page 1: Sculptris Projection Mapping - WiKKiD Widgets

Sculptris Projection Mapping

Version 1.0

May 29, 2010

By WiKKiDWidgets

Page 2: Sculptris Projection Mapping - WiKKiD Widgets

Projection mapping is an incredible function with in Sculptris that allows you to Project a high resolution image onto your model to use as a

base texture. Used creatively, one could texture an entire model phase by phase. In this tutorial, I am going to give the basics of how to use

the tool. Requirements:

A base model

And a high resolution image

Page 3: Sculptris Projection Mapping - WiKKiD Widgets

We start the process by taking our Model into paint mode.

You may want to apply a base color at this point.

First step to the Projection mapping process is to orient your model so that it matches the direction you are going to project the high

resolution image. Then we are ready to Export the .PSD

Page 4: Sculptris Projection Mapping - WiKKiD Widgets

Now that you have your .PSD file, open it with a Graphics program. For the tutorial, I am using Gimp 2.6.8

When you open you .PSD, you will have 4 layers.

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The layers are titled

Bump

Shade

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Paint

Unnamed

To begin the projection phase, open your High Resolution image. Make a copy, and then paste it into your .PSD.

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Then move the Pasted layer down to just above the existing [paint] layer.

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You will have to manipulate the position to have it match your model as accurately as possible. You may edit this layer as much as needed to

have the projection match the model. Once you are comfortable with the Pasted Layer's projection, then you must delete the [paint] layer.

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And rename your Pasted Layer to [paint]

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Now your .PSD should look something like this.

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Save your .PSD file and lets go back to Sculptris. Back in Sculptris, you Import the .PSD file back in.

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It can take a few moments for the Projection map to load. Patience is the key! For once it loads, it will be mapped to your model exactly how

it was in the .PSD. (Note: I have a custom background. The Sky blue color helps my old eyes with Contrast.)

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A side view of the model

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From this point, you can either finish painting the model by hand. Or, the method I used, was to create a series of brushes from the original

High Resolution Image.

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Then you can use these brushes to finish coloring/texturing your model.

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