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Hi

i want to import high detail models from mudbox to 3dcoat as a retopo reference mesh, my problem is if i try to import a huge reference mesh (15mill poly) it runs out of memory and crashes.

So i am forced to use a low res (1.2m poly) model from mudbox - i cant export anything in between 1.2m and 15m only one or the other because it mudbox doesn't have a mesh decimator.

I need software that can handle and decimate gigantic meshes.

I havnt tried zbrush for decimating this huge mesh, and wont unless someone can confirm it is able to import 15m models.

(i have slow connection so dont want to download zbrush unless i know it works... but i do have access to it)

Edited by worldcrafter

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Don't use reference mesh. Import it straight into the Sculpt Room, and remember....if you are simply using 3D Coat to retopo your Mudbox models, you don't need an uber high-poly mesh. Not if you are going to just export the final retop mesh back to Mudbox to do all the baking there.

 

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i cant import my 15m mesh to 3dcoat in anyway whatsoever; i always run out of memory and crash.

I want to bake in 3dcoat not mudbox.

Not sure what your system specs are, but decimating your model in Mudbox a good deal is not going to kill the detail. I hate that word decimate, because it conveys the meaning "destroy." In fact, is downsizes while optimizing the poly distribution. So, you could easily take a 15mill poly model in Mudbox > decimate to 2-5mill and it would come into 3D Coat looking nearly identical to what it did in MB

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How i decimate in mudbox? Edit: you cant

i only know how to step down a level which makes the model a to low res, also stepping down a level does'nt optimize/decimate the mesh in mudbox, just reduce the overall polycount tremendously. (to tremendously)

Edited by worldcrafter

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3DC can handle that amount of polygons smoothly.

It is difficult to give an opinion without seeing the model, but can you split in MUDBOX the model into parts ?
It's the only thing I can think of, splt the model, perform retopology and import all the resulting objects in your 3d program to clear and unite the needed
.

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i dont know anything about spliting a high res mesh like this.

The 15m obj file is 900mb

the file can be read just fine, and i can move and rotate the model as normal when i import, but when i press enter, 3dcoat crashes after a few minutes of trying after ram is nearly full.

My specs.

I7 4610m up to 3.7ghz

 

ddr3 8gb ram (about 7 is usable for 3dcaot)

 

running os and 3dcoat from 120gb ssd

 

nvidia gtx 860 m graphics

 

win 7

Edited by worldcrafter

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Took your model in Mudbox and divided it into head, arms, wings, tail, legs, and body objs.

Sculpt the pieces separately to the level you want and then export the pieces one at a time for retopo at 3DC.

Then export out the maps one at a time and reassemble in Photoshop.

 

How can I split an object into many parts, and saving them separately as different obj files?

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Its just a very detailed ancient stone pillar, ime planning a full small cavern environment, and don't want to use relatively low res meshes low res meshes (relative to the size of the large models at least), but i prefer mudbox sculpting to 3dC, and 3DC retopo and baking to mudbox's; baking objects in mudbox takes far longer because it dosnt show a cage for the model.

I would consider doing the model in parts, but because it for a full environment (not just one exceptional model), i will not.

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Your specs should allow you to import that model.. Are you importing the model without voxelizing to "Surface Mode" as discussed in AbnRanger's video.

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i did that and after hitting enter my pc worked away for 30 mins with no result so i closed 3dc.

my ram loaded up very slowly so never became full, and 3dc was using 25% of cpu constantly.

Edited by worldcrafter

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i did that and after hitting enter my pc worked away for 30 mins with no result so i closed 3dc.

my ram loaded up very slowly so never became full, and 3dc was using 25% of cpu constantly.

My guess is that 30mill is WAY, WAY too dense for a rock pillar in Mudbox. When it comes into 3D Coat, even though it looks like the same mesh, 3D Coat uses triangles in the sculpt room, so that's a 60mill poly model, and yeah....on a laptop with just 8GB's of RAM, that is probably pushing it.

 

I would try to step down one SubD level in Mudbox...mainly because I think it's likely overkill for the type of object you referred to. On a character, from head to toe, with lots of fine details in the face and hand region...sure, but not a stone pillar. Try and import it into 3D Coat again > scale it down about half the size it comes in > in the Tool Options panel, uncheck "Import without Voxelizing." We want to let Voxels try and handle it, at a lower resolution. Then hit APPLY or the ENTER key.

It's easy to go way too high in 3D Coat as well. That's why I always toggle wireframe on/off, to inspect the density level visually, not just rely on the polycounter at the bottom of the UI.

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ummm, how did 60m tris appear in your answer? it 15m tris.

if i import the model with voxelisation, i run out of ram and 3dcoat crashes (out of memory), if i import without voxelisation it just struggles for ages and doesnt get anywhere (although ram is not the problem here; it is used up very slowly and would probably take an hour to use 2 gb of it)

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ummm, how did 60m tris appear in your answer? it 15m tris.

if i import the model with voxelisation, i run out of ram and 3dcoat crashes (out of memory), if i import without voxelisation it just struggles for ages and doesnt get anywhere (although ram is not the problem here; it is used up very slowly and would probably take an hour to use 2 gb of it)

Oh, sorry. Misread one of your posts, thinking you said it was 30mill polys, which would be double the poly count in 3D Coat, as it uses triangles rather than quads, and counts those tris as a polygon.

 

I just explained that if you scale the model down with Voxels, it won't come in nearly as high. Scale matters when working with Voxels. It doesn't matter with Surface mode. Send the file to support@3d-coat.com and let Andrew take a look at it.

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