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What is the best way to export a complicated model?


Sui
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Ok, I finished sculpting a model and its polycount has exceeded a hundred million. It's a frightening number. Now I need to export it to Blender for texturing and rendering. It remains a high dense mesh even after decimation. What is the best way to reduce its count to an acceptable number(lower than ten million if possible) while keeping the details?

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Ok, I waited some time and it transported the mesh to Blender. The quality is acceptable for concept but... Just, the number of textures is not possible to work with because of, again, too many volumes. It is a good way to use if I am to texture in Coat though. Thx still.

I solved a normal map issue I had earlier so I can group the volume for a few UV sets and bake them by hand. Just a little bit tedious. Will try the new group retopo by decimation feature this time. I really hope it can work with Autopo and Instant Mesh though.

But there is another issue. I tried using UDIM in Coat for higher resolution. When I exported the meshes to Blender, it created seperate materials for each UV set instead of grouping quadrants into one single material. What I need is a few materials/textures(or UV sets in Coat), each with several quadrants for higher resolution. Can I do this in Coat?

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On 5/14/2024 at 6:34 PM, Oleg Shapov said:

Yes, when baking the mesh into a paint object, select Import Tiles as UV Sets.

image.png

There is an issue. I tested with three new uv tiles. Auto unwrapped and checked for overlapping. Each volume has one UV set. But after I baked and imported Tiles as UV sets, strange artifacts appeared in Paint Room. Looks like Coat failed to create proper UDIM.

And like I said, I tried this option before. It appeared right in Coat but after I exported it to Blender new materials were created for each quardrant. And that prevented me from further work.

Can you show me more clear steps to do a proper unwrapping, bake and export for UDIMs. 

image.png.d845f5df30d4f074e83b6073b6d335f8.pngimage.thumb.png.b9f9ba4050f8ad98ac81bd7f9667be4a.png

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33 minutes ago, Carlosan said:

All 3DC UV tiles are placed on 0,1 UV coordinates, right ?

Yes. I never changed any coordinates. Tested two files, both incorrect.

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3 minutes ago, Carlosan said:

Sorry my questions, 

On Blender NM maps are set to Non-Color ?

Those are still in Coat Paint Room. From the result it looks like the UVs got overlapped after baking. I am sure there wasn't any overlap and I divided the UVs to three sets.

Regarding Blender, the problem is that new materials are created for UDIMs but I what I need is only one material with multiple quadrants.

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There is no need to set this checkbox because the model ALREADY split on UV sets.

So bake as is.

Then, during export gather it as UDIM (in export settings).

image.png

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Awesome. 

But back to the Blender end again. Every tile gets a seperated material. I am not sure if this is a standard flow but I need all these tiles to stay in just one material. The reason is I need to modify these tiles all together as one texture/material in Blender or SP. In SP, I can have the ease to modify the entire material while having the freedom to choose how my textures affect each tile. This is the key reason I choose to use UDIM instead of just adding more UV sets in Coat.

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My set

image.png

Exported textures

image.png

on Blender

image.png

hmmm... something it is not working as expected... 
<--- performing more test

sidenote: could you please share your AutopoParams settings ? (thanks in advance)

image.png

 

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1 hour ago, Carlosan said:

sidenote: could you please share your AutopoParams settings ? (thanks in advance)

I wasn't using Autopo, but Instant Mesh(auto) instead. So there was nothing to do with AutopoParams.

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