Moderator Daniel Posted August 17, 2009 Moderator Share Posted August 17, 2009 Tutorial is made by Tinker. (translated from Russian into English) This short tutorial demonstrates features of the new version of Import tool. As far as we'll work with Import tool we'll need greebles (small details that helps models to look more 'technical'.) It can be created in any application for 3D modeling, usually with a series of arbitrary extrusions. You can download greebles using link at the bottom of this tutorial. To make your models look more interesting and unique you would probably want to create your own greebles. Details with angled surface look better than with parallel to horizon: For easier placing of details on a model create a contour for the detail (that's an object with a name “_negative” which excludes from the model automatically and leaves a slot for the detail.) It's important to turn on 'respect negative volume' in the Import Params tab to permit contour exclusion. Because of “negative volume” width is bigger than detail's width we have an interesting effect: There is a joint between the body and the object. The detail looks as if it stands right on its place, and the body looks as if it has a special slot for the detail. Such joints look good with ambient occlusion. Here is an example of how would it look without that effect. Looks not so interesting, and also there is a problem that was caused by different curvatures of the body and the detail – the detail looks tumbled down (it wouldn't happen with negative volume). Negative volume shouldn't have the exact form as the body. You may change its form to get various effects. For this tutorial I've made a small set of details, they all have “negative volume” (it can't be seen on a screenshot). We'll also need a base to which we will attach all the details, of course if you don't want to attach it to a default sphere :-). The Import tool will also help us here. With such a concave surface you can make facets on objects. Load an object using Import tool. In transform regime cut any shape from a primitive. You can also use frame for cutting but cuts made with Import tool looks more interesting than those made with a frame. It's time to detail the object. Load the greebles using Import tool. Use 'on pen' mode. Use '9' and '0' keys to rotate the brush. Well, that's all :-) Thanks for watching and good luck! Greebles: objects.zip 1 Quote Link to comment Share on other sites More sharing options...
Taros Posted August 17, 2009 Share Posted August 17, 2009 Thank you for the nice tutorial. But when I see the result I beg for a new quadrangulate function... This kind of objects must be really hard to retopo, if possible at all. Quote Link to comment Share on other sites More sharing options...
Advanced Member wailingmonkey Posted August 17, 2009 Advanced Member Share Posted August 17, 2009 very nice...thank you Tinker and Daniel for sharing. Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted August 17, 2009 Contributor Share Posted August 17, 2009 A very good feature and very well explained . Congrat guys! Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted August 17, 2009 Contributor Share Posted August 17, 2009 Im happy you like it Version 3.00.08P fixed upside-down bug for .obj so i rotated tutorial objects proper way objects_3.00.08P_and_higher.zip Quote Link to comment Share on other sites More sharing options...
Advanced Member Monsoon Posted August 18, 2009 Advanced Member Share Posted August 18, 2009 Thanks. How do I make my own 'negative volume'? That's unclear. M Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted August 18, 2009 Contributor Share Posted August 18, 2009 you need to name it yourname_negative . Yourname being a name of your choice of course Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted August 18, 2009 Advanced Member Share Posted August 18, 2009 Cool tutorial. Thanks for translation. Why not making negative volume an icon like hide voxel, etc.? Quote Link to comment Share on other sites More sharing options...
Advanced Member ShnitzelKiller Posted August 18, 2009 Advanced Member Share Posted August 18, 2009 you need to name it “yourname_negative” .Yourname being a name of your choice of course I don't understand. None of the obj files in the folder have a _negative extension. I would like to know how to make my own... please be more specific on how I can specify this in the OBJ file. Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted August 18, 2009 Contributor Share Posted August 18, 2009 I don't understand. None of the obj files in the folder have a _negative extension. I would like to know how to make my own... Euh....yeah,actually they have a _negative extension but inside the .obi file. When I open turbine1.obj in max for example and choose multiple object option I get two objects named: objCylinder and obj_negative. Its easy in 3dsMax just name your subobjects like that and save as .obj with group as object option on. Quote Link to comment Share on other sites More sharing options...
Advanced Member ShnitzelKiller Posted August 18, 2009 Advanced Member Share Posted August 18, 2009 Euh....yeah,actually they have a _negative extension but inside the .obi file.When I open turbine1.obj in max for example and choose multiple object option I get two objects named: objCylinder and obj_negative. Its easy in 3dsMax just name your subobjects like that and save as .obj with group as object option on. Thanks, that works. This is a great feature Quote Link to comment Share on other sites More sharing options...
Moderator Daniel Posted August 18, 2009 Author Moderator Share Posted August 18, 2009 Thanks. How do I make my own 'negative volume'? That's unclear.M I'll try to make it clear Steps: 1) Open your 3D app (I used Wings3D). 2) Make a detail (greeble). I got this: 3) Create another object in the same scene (that oblect will be 'negative volume'). I got this: As you can see the detail locates inside the capsule ('cause I'm gonna use capsule as 'negative volume'): 4) Rename the second object (capsule in my case) as you like BUT (!!!) add "_negative" in the end. I had this: 5) Export in Wavefront (.obj) format. 6) Do everything as Tinker explained. And... enjoy the results: Hope that helps Quote Link to comment Share on other sites More sharing options...
Advanced Member Monsoon Posted August 18, 2009 Advanced Member Share Posted August 18, 2009 Thanks. That's much better. It wasn't obvious to go to an outside app or use two objects. Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted August 18, 2009 Advanced Member Share Posted August 18, 2009 Ok I misunderstood the negative function. I thought we can create negative voxel layers inside 3dc and they would be negative booleans in the scene and we can toggle them on or off incase we change our mind about boolean details like grooves, etc. Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted August 18, 2009 Contributor Share Posted August 18, 2009 Keep in mind voxels are heavy stuff, so one shot operations beter idea i think. Fast and usefull. Quote Link to comment Share on other sites More sharing options...
Advanced Member ShnitzelKiller Posted August 19, 2009 Advanced Member Share Posted August 19, 2009 In blender, I figured out how to do it too. You rename one object with _negative, but then you have to make sure you select "groups" in the export settings. Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted August 19, 2009 Contributor Share Posted August 19, 2009 Ok I misunderstood the negative function. I thought we can create negative voxel layers inside 3dc and they would be negative booleans in the scene and we can toggle them on or off incase we change our mind about boolean details like grooves, etc. This 'boolean' operation can be performed by subtracting one volumes content from another volumes content. Quote Link to comment Share on other sites More sharing options...
Advanced Member ShnitzelKiller Posted August 22, 2009 Advanced Member Share Posted August 22, 2009 Hmmm, but as taros said, how do you retopologize something like your example? Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted August 22, 2009 Contributor Share Posted August 22, 2009 Hmmm, but as taros said, how do you retopologize something like your example? I don't know the Taros reference but the example above would probably be best done by retoping seperate objects and merging them together where necessary after retopo. Quote Link to comment Share on other sites More sharing options...
Advanced Member polyxo Posted August 22, 2009 Advanced Member Share Posted August 22, 2009 Hi All, I have just tried this new merge-option. While it worked nicely I wondered - why is the second object necessary when only a shadow-catching cavity is desired? I believe - at some point there could even be an even simpler and quicker workflow: The user takes an arbitrary mesh and places is in the scene while still in preview state next we would determine the desired Offset distance with a spinner or a on screen widget (3DCoat would draw a wireframe preview) and when we press Apply 3DC creates an on the Fly Mesh Offset/boolean operation This of course would only work if the user wants a cavity which equals an exact offset "negative copy" of the merged object. But in all these cases one could take whatever mesh without first having to define a Cutter object in the same file. To me this seems so obvious that I wonder if I must have missed something... Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted August 24, 2009 Contributor Share Posted August 24, 2009 Far not every mesh allow such operation on the fly. Manual way better anyway - no lags, full control. Quote Link to comment Share on other sites More sharing options...
Advanced Member polyxo Posted August 24, 2009 Advanced Member Share Posted August 24, 2009 Far not every mesh allow such operation on the fly. Manual way better anyway - no lags, full control. Why so? Self-Intersections? The meshes you posted at least should do. Well - I personally won't see not much of a need for this special merge mode for my work anyway but I thought I should post this comment Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted August 24, 2009 Contributor Share Posted August 24, 2009 Several reasons. Self intersections, yes. Then just mesh structure. Auto offset could be used only on very regular mesh without naked seams, lots of triangles (such drowbacks could be on mesh exported from nurbs, etc). Then caverns in the model, you dont want to fill. And dont forget the speed. This detail for example couldnt be offseted on the fly bcos of every of this reasons As for instrument itself. Well... only tool you actually need to make 3d is a notepad to enter vertex coords in .obj file. All other software invented just only for speed, usability and quality improvement. Quote Link to comment Share on other sites More sharing options...
Advanced Member polyxo Posted August 24, 2009 Advanced Member Share Posted August 24, 2009 Several reasons. Self intersections, yes. Then just mesh structure. Auto offset could be used only on very regular mesh without naked seams, lots of triangles (such drowbacks could be on mesh exported from nurbs, etc). Then caverns in the model, you dont want to fill. And dont forget the speed.This detail for example couldnt be offseted on the fly bcos of every of this reasons As for instrument itself. Well... only tool you actually need to make 3d is a notepad to enter vertex coords in .obj file. All other software invented just only for speed, usability and quality improvement. Hmm. I believe naked seams are generally problematic as 3DC can not merge open objects. Triangles: Offsetting these should generally work. The question is also if objects are still treated as a mesh when being offset or already as Voxels. If the latter is the case even Self-Intersections might not be necessarily be a problem. I see your point with the cavities however. As for instrument itself. Well... only tool you actually need to make 3d is a notepad to enter vertex coords in .obj file. All other software invented just only for speed, usability and quality improvement. Weird statement. All I wanted to say that I personally don't use 3DC in a way which needs complex looking Details in the way you describe in your tutorial. I did not say that the tool itself is useless for other people. Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted August 24, 2009 Contributor Share Posted August 24, 2009 Ok, i see your point. Anyway, dont forget about speed. 3DC use only mesh, not phong shading, so all rounded detail rather heavy, so offset will take some time, slow down work speed. It contradict greebling concept as fast tool. When modeling greeble you could make offset for it with several clicks and never spend time on calculations. Quote Link to comment Share on other sites More sharing options...
Advanced Member kay_Eva Posted August 25, 2009 Advanced Member Share Posted August 25, 2009 wow this stuff is mad genius Quote Link to comment Share on other sites More sharing options...
Advanced Member Yousung Posted July 5, 2021 Advanced Member Share Posted July 5, 2021 Wow this looks like a really cool feature. It's like finding a treasure in a warehouse haha Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted July 5, 2021 Advanced Member Share Posted July 5, 2021 How close in functionality is this to Zbrush IMM (Insert Multi Mesh)? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted July 10, 2021 Share Posted July 10, 2021 You can insert on pen Sculpt Models which contain only one mesh, and Curves > Attach Model Array can also be used. But InsertMultiMesh still is not possible. -------------------------------------------- Here you have it: Tinker Objects Quote Link to comment Share on other sites More sharing options...
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