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Voxelization of OBJ. What's wrong?


chippwalters
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Sorry but, why you need voxel not surface mode ?

The model is very detailed, need an extreme voxel resolution to keep all the details.

I was looking at the model, first needs a cleaning process before it can be imported into 3DC, it has duplicate vertices, edge loops opens and floating geometry.

Open.jpg

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This video demonstrates some issues one may encounter when importing low-poly meshes into 3D Coat's Sculpting workspace..especially in Surface mode...and how to handle them correctly 

 

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Sorry but, why you need voxel not surface mode ?
The model is very detailed, need an extreme voxel resolution to keep all the details.
I was looking at the model, first needs a cleaning process before it can be imported into 3DC, it has duplicate vertices, edge loops opens and floating geometry.
Open.thumb.jpg.64604acd9ec1471b3e24cc28da763ca7.jpg
I'm adding damage to the asset and then baking it back into the model.

The model is not manifold nor is it yet optimized for Unity.

Sent from my SM-G955U using Tapatalk

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 Hi Carlosan,

Yes,  I've seen that video a number of times. I try and watch all of your videos. A quick voxelization, some added damage,   then exported as a large mesh works great to bake normals on simple models. Here's the original SketchUp model. 

36A.jpg

 

Here's after processed in 3d coat and rendered in Unity. 

can01.jpg

Edited by chippwalters
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I have a couple of questions you might be able to answer.  So, the workflow goes like this:

1. Model in SketchUp. Try and make everything manifold. 

2. Export OBJ for voxelization in 3D Coat -> A.obj 

3. Export reduced poly version for game model(s). -> A-Lo.obj

4. Voxelize A.obj  and add damage in 3D Coat and export as high poly OBJ. -> A-Hi.obj

5. Import A-Lo.obj into 3D Coat and build UVs and export. -> A-Lo-UV.obj 

6. Import A-Lo-UV.obj into Substance Painter (SP)

7. Bake normals in  Substance Painter using A-Hi.obj

8. Add layers of smart materials. Use smart masks to paint dirt. 

9. Export textures to Unity. 

Questions:

A. Is 3D Coat's normal baking as good as SP's?

B. Are there smart masks in 3D Coat?

C. Are there professional 3D Coat smart material libraries for sale that are of the quality of SP?

As you can surmise,  I'd like to stay in 3DC as much as possible. 

Thanks for any help!

 

Edited by chippwalters
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18 hours ago, chippwalters said:

C. Are there professional 3D Coat smart material libraries for sale that are of the quality of SP?

As you can surmise,  I'd like to stay in 3DC as much as possible. 

Thanks for any help!

 

Hey Chipp,

I think you would like something like this. https://gumroad.com/michaelgdrs#

 

Michael did a great job here and it is very Compatible with SP & 3DCOAT. The Lifetime Subscription is the one I would advise for just about any project.

He is also the creator of Instant light  ( The UI suks but the Quality is Very delightful )

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43 minutes ago, chippwalters said:

Thanks. I know about his instant light and even purchased it but it was too difficult to figure out so I never really used it. I do get his emails for materials but didn't know how good they were.

Much appreciated.

Sent from my SM-G955U using Tapatalk
 

yes, but his Lifetime Subscription gives you about 30GB Materials for 3DCoat / UNITY3D / SP // Btw SP has a Monthly subscription. Why not test the hole package out. It is just a tool of bags & you the Artist are the real creator :) There is Marmoset  & Quixel too. All Great in that what they do. In opinion after trying them out 3DCoat has a very logical procedure unlike the others listed. Oh don't forget Mari and here I see a stronger PS Approach... I almost forgot  BodyPaint 3D..But  I still think 3DCoat is better...

I agree with you that IL is complicated ^^

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