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Sheppard

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  1. Sorry Vidi, I do not understand what you mean and did that tool tip check before: when I was hovering over "export resolution" or the drop down itself, it dispays "please select the resolution of the mesh". When, after opening the drop down which is only providing for said 2 options, I am hovering over mid-poly, it displays that a mid-poly mesh is the preferred option and after export it will look the same as within 3DC. But it does not. And High-poly is not an option to choose. What am I doing wrong ?
  2. That might well be. I try to export out of the Paint Room: File -> Export Model -> choose name of .obj -> first drop down of the pop-up window shows 2 different types of "export resolution" (low-poly mesh; mid-poly mesh) ... no more options.
  3. That's really a fantastic option. I tried out the morphmaps with a simple figure, and I liked it very much. Thanks, Vidi, for the hint. For my project (currently I do not need any animation) it will not help for now but I will rember this feature for further projects, in case there will be some. During the last days/nights I spent a lot of work for optimizing retopo and I managed get much a better result for normal maps, let's say much better than a Teletubby. But I am wondering now whether that the work has been spent invain since the results in Poser are still washy (not within 3DC!) and I assume that this is caused by my 3DC version. I bought it at Steam as a consumer, wheareas I was not aware that it is impossible in this version to export high-res objects (sorry, I did not realize that before). Even the layers in the paint room are limited to 7. If that is true there will be no more need to use 3DC for the purpose of my project. Fortunately, the export of a high-poly worked by direct export out of the Voxel Room without textures, so I will do my paintwork with Photoshop (not a very clever solution, indeed). My last trial will follow Vidi's suggestion: Microvertex. What do you think, does the extra work on retopo (which I still have to do) make reasonable sense for my purposes, or do I have to update to the more expensive version (if possible via Steam), in order to be able to export a detailed model (like the original Genesis resolution in Poser) ?
  4. Sorry Vidi, when you posted your suggestions I did not yet understand how to work within this Microvertex mode. Now ... I do ! Thanks a lot. Currently I am still about to learn more how retopo is working. The results are improving . The next to check out will be Microvertex, for sure, and I will keep you posted.
  5. Thank you so much, TimmyZDesign, for this incredible description. At least, I understand now the principles. You should write a book for all of us beginners Regarding my problems, I guess that the Genesis figure is the reason. When imported her according to your instructions, she shows up in "thousands" of Retopo Groups. Even the jaws form one of those groups. After snapping the imported obj, multiple strange things happen. I would like to post an image but an alert pop up tells me that I am not allowed to do so. How did you include images? It might be that I have to limit something within the export parameters of Poser in order to avoid that even the mesh of the teeth shows up. Thanks to your walkthrough, I managed to adjust/delete several vertices, however that would take lots of work to get a fine result and I assume that doing all manually (using Quads etc.) would lead to a better performance. Again, I feel myself guilty having caused that much work for you to help me, THANKS A LOT. Having said that, I will try to investigate more intensely how 3D sculpting is working. As per today, I really do not understand what happens when exporting the obj out of the voxel room. Due to the fact that it is displayed perfectly in Poser (but without any texture) there must exist a mesh. Why, if such mesh is existing, do I have to retopo the model - respectively, why am I unable to use the same mesh for creating a UV? Why do I need to do all that stuff with the result of loosing all details (which obvioulsly might be corrected if I was able to perform a correct retopo)? .
  6. Thanks a lot for all of your help. I apologize having caused so much guesswork in terms of my intention, therefore here some more details: @ modifications: only small changes of the original Genesis have been done as I intend to create something called "Ecorche" which is a figure without the outer skin and fat deposits, i.e the bare muscle/skeleton structure for use as an art reference model ( I did that by importing a modified Genesis with shorter legs etc. to be rather a real figure than a supergirl. In Voxel room I was working mainly with the muscle tool and the grow/smooth brushes and their inversions). @ animation: at the time being no animation is planned. I guess that the muscle structure will not follow original human movements. The same is true with the muscle map of DAZ. Thanks for this workflow decription, I will play around a bit. But I realized that I am much more rookie than you could imagine and sometimes I do not really understand what exactly I will have to do. So far I tried the following: 1. imported the obj of Genesis 2. scupting in Voxel Room 3. going to Retopo Room. File>Import>Import Retopo Mesh and snapped to surface. The result was much better than my teletubby although some small strange stripes appear (from the chin to the chest and from hands to the hip). I would have posted a jpg but here is no possibilty, correct? Furthermore the complete Genesis retopo groups seem to be imported (named from abdomen to the upper jaw) and all of those show under retopo groups on the right. 4. a strange UV preview is also showing in Retopo Room, however nothing in the UV room. 5. going to Paint Room: What exactly do you mean when saying "merge it to Paint Room" and how can I choose in what mode I am working (per pixel, vertex ...)? From which room and with which tool/function do I have to do that? Well, I proceed trying out everything.
  7. Hi there, I'm from Germany and an absolute newbie in 3d-sculpting. So far, I was only engaged with Poser, however, I am more and more impressed about what you can do with 3DC and I really want to learn it. I watched lots of tutorials but all together I guess that my workflow is somewhat wrong. What I want to do: Create a modified obj-model for re-import into Poser, based on the famous DAZ Genesis figure. What I already did: 1. Export Genesis Female model as an obj 2. Import the obj into the voxel room 3. Modify it by using the tools provided in the voxel room 4. Only for cross check: export obj out of the voxel room and import into Poser. Awesome result, every small detail is visible, perfect !! But regarding the following steps I guess my understanding is not correct: 5a. I did not make any retopo / autopo since painting directly on voxel model was possible in the painting room. Fantastic result thanks to the photoshop like tools. I did not make the retopo because in another thread people said that the texture you paint within the painting room will be baked directly onto the mesh (which I think is existent because I am able to export the model to Poser) and you only have to do the model export. Also they said that no UV mapping is necessary. 6a. Export finished model out of Painting Room as obj and import obj into Poser: no texture visible (but still all details) Alternative procedure: 5b. Merge for pixel painting, autopo was made and UV map was created automatically. Result: my originally detailed figure looked now like a teletubby. 6b. Export finished teletubby out of Paiting Room and import into Poser: Teletubby comes with the texture. Nice but not really want I intended. So, where is my workflow error? Do I really need to retopo the original model, although export without texture is perfect (I hate retopo since my results are terrible and all details get lost)? Or do I have to choose another painting tool? So far I have no idea in which mode I am painting (microvertex, per pixel or ptex). I did not find any button to swith the mode. Thank you very much for your help
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