How to find faces with more than 4 corners?

I’m trying to import a model into sculptris but can’t because apparently there are faces with more than 4 corners in my model. Is there some quick way of finding these faces because I can’t find them. Also I read that it could be sharp corners causing this error. Is there some modifier or way of unsharpening sharp corners quickly so I can import it into sculptris?

In edit mode, select > by number of sides. Set parameters to “greater than 4”.

If you have any baked-in sharp edges (aka, a split edge) select all and remove doubles, that should weld the edge back together.

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I don’t understand what you mean, do you mean select/similar then one of those? Whatever I try in there it doesn’t seem to select anything.

He meant on the bottom menu where you have “View”, “Select”, “Add”, “Mesh”

First be on Face selection mode (CTRL+TAB -> Faces or click on the Face selection mode button )
Click on “Select”, then on “Select Faces by Side”

Then on the operator panel (bottom of the toolshelf, the panel to the left of the screen) , or press F6 you will have access to the Select Faces by Side setting.
By default “Number of Vertices” is set to 4 , no need to change that
But change “Type” that is set to “Equal To” by default into “Greater Than”

This way only the ngons will be selected

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Hey santuary is that darkseid in your avatar? Want to help me with a marvel game featuring the silver surfer, we might throw darkseid in there. Currently modeling and sculpting Galactus, he has a lot of sharp corners that guy.

EDIT: Oh yes I had some 5 cornered faces in there, thanks.

Sorry, i don’t have the time to work on another project out of the ones i’m already involved.
Good luck with your game.

Ok I still can’t import the model into sculptris, says there’s more 5 sided faces even though I have cleared them all. I read somewhere that sculptris has problems with sharp edges, so maybe I have to smooth them out. The reason I’m taking the model into sculptris is because I want to make a normal map for it. So I want to keep it as low poly as it is. Here’s the problem, these are all the sharp edges in the model.


How am I suppose to smooth out a low poly model to make it import into sculptris? Maybe I’m missing something, if you want have a look at the model yourself…
Galactus.blend (745 KB)

Have you tried Dynamic Topology in Blender ?
it works roughly the same as the “face only where you make a brush stroke” system Sculptris is using, and Blender should handle sharp edges much better than Sculptris would do

I really do prefer sculptris when it comes to modeling, it has a very nice UI and lots of inbuilt neat features. Blender feels clunky in comparison, I have imported models before from blender, there must be some way to fix this model quickly.

FYI for any more recent web search hits:
In 2.82 it is now (edit mode) Select > Select all by trait > Faces by sides
then params as stated above (# of verts 4, Type: Greater Than) in the bottom left panel that pops up when performing functions

Great that it goes by # of verts and not sides, since it helps ID overlapping (double) verts in addition to highlighting n-gons

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