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I decided to try to use tinkercad to create a base mesh for a figure and detail it in sculptris. I had to take it back into tinkercad to base it because opening the base part in sculptris didn't keep the hard edges I wanted. It seems like using a combonation of the two works well to create organic (sculptris) and inorganic (tinkercad) forms. Tinkercad also works well to put elements together.
I haven't printed this yet. I will probably have to chop up the model to make for easier printing.
Here is the link to the tinkercad page: https://tinkercad.com/things/4YtA7aesa8r-base-mesh-tinkercad-final-mesh-sculptris
I had some problems getting the programs to talk to each other. Sculptris kept throwing vertex errors. This is what I did to fix the base mesh and allow importing:
Download from tinkercad as .obj
Open blender + delete starting cube
Import mesh into blender
Right click on mesh to select it
Change to edit mode
Press A to deselect all
Select menu -> select non-manifold
Press the delete key and select â€œedgesâ€
Back to object mode
Add decimate modifier 50%.
Export as .obj
Import into sculptris
To go back into tinkercad to add the base and staff, I had to decimate the model again.
Staff wielding Miniature - experiment by zxqueb is licensed under the Creative Commons - Attribution license.
So what's this mean?
We're sure zxqueb would love to see what you've printed - take a photo and share it on Thingiverse as a Make.
To post a Make simply visit this Thing again and click I Made One to start uploading your photo. You can also download the Thingiverse Mobile app (available via Google Play and Apple App Store) to take a photo and upload your Make right from the app!