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CMPharis

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Posts posted by CMPharis

  1. - - SOLVED - -

     

    So any time I import an object and need to translate it, the rotation widget doesn't have individual rotation for each axis like EVERY other 3D software does. It rotates around your camera orientation. I have to do it manually and that takes ages. First finding the right axis, then typing 10, then -8, then -2, then 2, etc.

     

    Please help!

  2. The big problem is, this needs to be a mainly automated process. We want to go commercial and have multiple people being able to clean up scanned meshes for customers. We have to clean up 300 in a month. All the artifacts on the back can be instantly fixed by voxelizing the mesh. It smooths it out completely.

     

    I need to try and speed up the process to at least 10 minutes. Import, auto-smooth, retopologize, clone stamp to clean up textures a little, export. Then repeat.

    Getting a cleaner scan will also help, but in the future we probably don't want any manual work, but that's probably a matter of expense in our cameras.

     

    Thank you for your help and I'll go through all of this tomorrow when I wake up, with the tutorials and see if I can perfect the workflow. I seriously appreciate all the help.

  3. I just need to figure out how to get the 3D scan cleaned up now. The voxel repair mode worked well and only was a click of a button. Just need to combine these methods somehow. The per-vertex color thing is too low res even with a super high res model. I also don't think a 3D printer will know how to read the texture information unless it keeps UV's.

  4. Ah okay, that's a good bit of information. So... I think this is what CMPharis needs to do:

    - Import his .obj as surface object (with .mtl file and texture image in same location as the obj? So 3dc knows what colour to apply to the verts?)

    - Switch object to voxel mode to repair it (little fuzzy on this, does it require manual work here, or does switching to voxels repair the mesh enough automatically?)

    - switch back to surface

    - perform auto-retopo

    - bake to PTEX? Or per pixel with auto UV's

    - Export out new retopo + textures.

    Yes? No?

     

    I tried that, still no UV's. I can bring the mesh without the MTL file using the "Paint UV Mapped Mesh" and I see my UV's just fine. I can bring it in to Maya too without the MTL and I see the UV's and can apply my texture. I suppose I'll just have to wait for Abn's video or guide to explain it because this is really baffling me. ^^;

  5. This is all I'm doing. My mesh definitely has UV's.

    1. http://prntscr.com/ake4ij
    2. http://prntscr.com/ake4pg (UV's are completely blank)

     

    Importing should not be such a difficult process. It should just be, "File > Import > Select Mesh" and there you go, done, it's in, it has UV's, everything. If I try to import FBX's it's just invisible. I don't know wth I'm doing so wrong.

     

    I understand the voxel thing now and I get that that can't have UV's. But not how to import my mesh with UV's, voxelize it so it cleans up the scan, then convert it back to a surface so that I still have my UV's.

    • Like 1
  6. What option should I use to import my mesh with? Like I said the only one that seems to keep my UV's is the "Paint UV Mapped Mesh" option. But then that won't let me right click it as a layer, it also won't give me the Import Tool options.

     

    If I try to import my mesh in to the sculpt tab with the Import tool, which gives me the Import tool options and select 'Import w/o Voxelation' I still don't get my UV's.

  7. I sent you the mesh, I'm sure I'm just being stupid. I have a good background in 3D but a lot of this voxel stuff I've never seen before in Autodesk software. I only ever do hard surface modelling in Maya.

     

    Perhaps I worded it wrong. I don't want to transfer my UV's, just the materials. PTEX does the job in Mudbox. There's a "retopologize with PTEX" option which I'm trying to figure out in 3D-Coat. Just my version of the software seems to be slightly different to those people use in the tutorials, I've tried following them step by step.

     

    But other than that problem I also need to figure out how to have 3D-Coat clean up my scanned mesh automatically without destroying my UV's. I've tried your method, there are like 14 different import options, I never know which one to choose. The tutorials show someone dragging a mesh in to the viewport and the import tool settings pop up but dragging in doesn't work in my version. I'm using 4.5.19 (educational).

     

    If you are going to take a scan into Mudbox with a dense scan mesh, can you please explain just how you can get Mudbox to Auto-Retopologize it AND transfer the original UV's to the Auto-Retopologized mesh....in just a few clicks? Did you miss the part where I said you could either do an AUTO-UV on your Auto-Retopologized mesh, or use PTEX? 3D Coat can then bake all that color info onto the new UV map or PTex...which is an elegant Auto UV tool Disney developed (downside is that the map has the polys arranged in a non-visually coherent manner).

     

    In both Mudbox or 3D Coat, you will still have two completely different meshes, and in neither case could you transfer your UV's. It just doesn't work that way, when you use an auto-retopologize toolset. Mudbox would have to bake the image date from the original scan mesh to the new mesh. 3D Coat does the same thing, as I mentioned in my previous post. Where is 3D Coat lacking, then?

    • Like 1
  8. I don't think you have understood the post from AbnRanger.  Of course you can keep your materials. 

     

    All this is doable in 3D-Coat.

     

    Voxelizing the mesh seems to be the only way to automatically clean up a 3D scan, but it removes my UV's. How do I do it?

    The only option that seems to bring in my UV's is the "Paint UV Mapped Mesh (Per-Pixel) one.

     

    You also suggested right clicking the volume and selecting "autopo" but the tutorials I've seen show people clicking the volume, but there's nothing in my layers that's the actual mesh to right click.

    http://prntscr.com/akdkyy

  9. Okay thanks I'll look in to these suggestions.

     

    I've tried importing as a surface too, not voxels, and the UV's still aren't there.

     

    Mudbox nearly does everything I want, except it won't close holes or auto-cleanup. Baking from one map to another is not an option for me. I need to do 300 of these a week so it needs to be incredibly fast.

     

    All I need to do is scan the mesh, import the OBJ, clean up artefacts and texture then do a quick retropologize with PTEX so it has cleaner geometry to add a little more definition before printing.

    Everything here is a few buttons in Mudbox, it just doesn't clean up the geometry automatically like 3DCoat does.

     

    No other software I've tried does a clean up like 3DCoat.

  10. I'm trying to repair a 3D scanned model of a person.

     

    I choose 'Repair Scanned Mesh,' then 'Import as Voxels' with 'Close All Holes' selected. On import there are no UV's. If I bring this mesh in to Mudbox or Maya there are UV's.

     

    Secondly...

    The next step I want to take is to retopologize it automatically in to quads but keeping textures, which means I'd need to use PTEX. I don't want to bake one mesh on to another as it takes too long. In Mudbox that's a couple buttons, can that be done in 3DCoat?

     

    Thank you.

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