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Scan Import Workflow


scant
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Hey guys,

 

I'm super frustrated. I have an .obj with UVs from a 3D scanner I want to clean up and I have taken SO MANY tutorials and every time I think I have found a solution it turns out it can't work in the new 4.5 version as the UI has changed. I did all I can to be a self learner but I'm stuck. Here's my questions...

 

 

 

1. I want to import it into the Voxel room and clean it up with the color already baked in. If I need to carve out an ear... I need to see the UV to know where to cut. What is my order of operations?

 

2. I've unwrapped the UV in Capturing Reality and it's messy. If I am painting directly on the model does it even matter? And it seems to be importing has voxel model and surface model directly on top of each other and as two parents in the Paint Room. Why is this?

 

3. When I go to export the final mesh for 3D printing IN SANDSTONE, is it better to export for print or just export the new .obj with baked color? 

 

Thanks so much!

Bethany

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Check out this thread: http://3dcoat.com/forum/index.php?showtopic=19089 it's a bit of a read, but should help you.

 

 

Summary:

The sculpt room does not have UV capabilities. But it can import your textures as vertex paints if you import it as a surface object, you'll also need the .mtl file to go with your .obj though. (FBX with "embed media" should also work, but not tested as far as I know) If you don't have the .mtl file I think someone else mentioned that you could import the object into the paint room first, with the textures, and then export it back out as an obj. You should also then get the .mtl file with this new export. Provided your .obj, .mtl and textures exist in the same place, when you import the obj to the sculpt room as a surface object, it "should" come in with textures as vert paints.

 

With your object in the sculpt room and textures applied (via vertices), you can tweak it to yur hearts content, but you'll eventually need to perform an autoretopo, apply auto UV's, and bake that original scanned mesh as a new cleaned up mesh with hopefully better UV's too.

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Already have a question. I get how to make mesh solid then hull before printing... But since I'm not making a gaming asset, just to print... is repo needed as long as it stays under 1 million poly?

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Well the problem is when you import to the sculpt room, you'll lose your UV's, so after you're done doing tweaks to your mesh, if you try to export it out again your texture files will become pretty redundant. The autoretopo + autoUV + bake, is to ensure that you still keep your original texture data, it would just be mapped onto an entirely new mesh.

Edited by Gary Dave
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One tip from AbnRanger that I read on the forums is to bring your mesh in twice, once to the sculpt room, and again in the retopo room. That way you can take advantage of the "conform retopo mesh" option (which I think is on by default??) by modifying your mesh in the sculpt room, and having the UV'd version in the retopo room adjust accordingly. The thing to bear in mind here though, is the mesh in the retopo will not add/remove any polygons as you work, it will only re-arrange the existing ones.

 

This option could feasibly allow you to skip the baking step, depending on how severe your alterations were.

 

Edit

Oh, and just for clarification, this would also work if you went the auto-retopo route, in that you'd go back to the sculpt room after the retopo, and tweak the sculpt with "conform retopo mesh" active.

 

Side note though, I've only seen the "Conform retopo mesh" checkbox visible in the UI when I have the move (not transform) tool selected. I'd always assumed it worked with other sculpt tools, but now I'm not so sure.

Edited by Gary Dave
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