Probably best to use just "triangles only" output if it's going to be used for displacement. That's going to work with displacement better, it makes displacement effect more localized. Run 3D Coat, into Wizard window select UV Map Mesh and map the object 2. So use "Divide larger than" when exporting out from MoI to generate more uniformly sized polygons and not have any individual polygons that stretch out across a large distance across the model. So it can be called a 3D texturing software and 3D texture painting software and 3D sculpting program, Retopology software and UV mapping software, and 3D. Manual Auto UV Mapping In 3DCoat Automatic UV map is a very useful feature that many modelers use. If you're not applying sub-d smoothing then quads vs triangles is irrelevant - it's more about working on polygons that have a more uniform even size which is usually how meshes made for sub-d smoothing are constructed. There are two ways to create a UV map in 3DCoat: 1. If you want a separate UV Map for each object that takes up all the UV Space, you would need to create 3 separate UV Sets (Frame, Hardtop, Pads). Quads being preferable to triangles is only applicable if sub-d smoothing is being applied, > I am told by the 3D Coat crowd 3D Coat does not like ngons or tris and prefers quads. 3DCoatPrint is a free tailored version of 3DCoat, with a focus exclusively on quick voxel creation of 3D models for 3D printing. 3D coat is a 3rd party paint package which has Ptex support. Hi Kenmo, for output to a displacement brush app like 3D Coat or ZBrush it's a good idea to use the "Divide larger than" option to dice the output up into smaller more regular sized pieces, see here for an example: Ptex is a format for texture maps that does not require texture coordinates on the model. I also uploaded the moi3D file of the model if needed. What is the usual useful work process to export the object in high poly and further work in other 3D programs with that model? Is there a workaround?Īlso when I export it with n-gons and triangles I get a more clean topology with which I can work but I get a lot of broken artefacts. For example, I want to select this section to put a different material than the body and so on but it would take a lot of time to select every triangle of that selection/edge to have a clean selection of that surface. Medium -> output full res or similar -> 3d coat UV map -> output fbx with UV maps in the Unity project -> do the LODing with Simplygon plugin. When I export it as an obj I get a horrible topology with which it is super difficult to work. Export with Updated UV map by 3d coat back to unity hey, kinda hit a dead end, prob lakc of experience, i changed the uv maping in 3d coat when software asked for it, but when export to texture, and paste back on the 3d model in unity. I have created a model in MOI3D and I want it as a high poly model in my 3D software (Cinema4D) so I can work further on texturing/materials and rendering.
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