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Trouble with a scanned mesh


Sub-Zero
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I must prepare scanned mesh for 3d-printing.

I receive a mesh with UV-layout and texture. But it looks ugly. My job is to repair the geometry (not losing the texture coordinates) and, probably, enhancing the texture quality. I don't know the procedure to do it.

That's what I see then I load it for per-pixel painting: http://s020.radikal.ru/i700/1411/9d/f682326b7687.jpg

Also I have several reference photos of the real man.

Explain me the basic workflow for good results achieving. I should get something like that:

http://s017.radikal.ru/i412/1411/6c/ece23dd54717.jpg -- real man;
http://s020.radikal.ru/i717/1411/c0/0dd5a223f6cb.jpg -- final sculpture.

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Yes, looks really ugly.

 

Manual talk about it at page28 

cleaning up messy scanned meshes

 

Open project selection using Shift+M

post-10142-0-67270500-1415295297_thumb.j

 

post-10142-0-16045900-1415295296_thumb.j

 

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This operation import the same model in sculpt room

post-10142-0-33152200-1415294637_thumb.j

 

selecting without voxelization

post-10142-0-44257100-1415294644_thumb.j

------------------------------------------

 

May be to perform a manual cleanup is needed.

 

-From my pov there isnt an automatic way... only craftman work-

-------------------------------------------------------------------------------

 

Another post, same issue

http://3d-coat.com/forum/index.php?showtopic=16325

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Yes, I have opened it.

But after repairing it in "surface mode" in voxel room - should I retopologize or no? As for painting - how can I save UV's? Or I shall unwrap it again? I don't want to repaint it completely, I'd like to fix only bad areas.

Edited by Sub-Zero
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My job is to repair the geometry (not losing the texture coordinates

 

the original model, had vertex paint color data when performed 3d scan ?

You can transfer the existing surface color to a new a texture map, with no rework necessary.

 

At retopo room

Use the same mesh as retopomesh base

post-10142-0-82986600-1415302169_thumb.j

 

modify the old mesh to follow the new model surface -if needed-

and bake

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My job is to repair the geometry (not losing the texture coordinates)

I'm not sure, my employers do not know, how to make it. They say: "Investigate"

No, the model doesn't have vertex color. It's an OBJ file + MAT file + JPG texture.

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I asked my employers to send me an example. The zbrush model they sent has very dense mesh (millions of poligons), and no textures, just polypaint (okay, I will use painting over voxels in 3dc instead).

I begin working, this topic can be closed.

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