Member CropCircle Posted November 24, 2009 Member Report Share Posted November 24, 2009 Here is what I would like to do. I have a Zbrush model that has some areas where the polys are getting stretched. I would like to convert the model to voxels in 3DC and either continue in 3DC or bring back to Zbrush. There are other procedures that I need to do further down the road that I need the model to be in quads. When I open 3DC .obj's the whole model is triangles. Are there any options for exporting to quads that I am missing, or any ways to convert to quads? -Thanks Quote Link to comment Share on other sites More sharing options...
Javis Posted November 24, 2009 Report Share Posted November 24, 2009 3DC shouldn't be triangulating your mesh upon import, it should still be all quads or whatever you exported out as. When you are exporting it is certain it is all quads? Can you share the content? I can take a look at it if you like. Quote Link to comment Share on other sites More sharing options...
Member CropCircle Posted November 25, 2009 Author Member Report Share Posted November 25, 2009 I came across this problem working on a model I sculpted in Zbrush so I tried a test to see if I could recreate my problem. I took polycube#1 which is a native primitive. When I export this as an object I can open it in other software and it comes in as quads. When I take that cube into 3DC using merge it converts to voxels. If I take this cube and save it as a .obj it is no longer quads. It appears to me that 3DC can not save a .obj as quads. This ability would lead me to buy this software right now. If I open polycube#1 in 3DC as a reference mesh it will export it as quads. This is not helpful to me. Attached are my test files. PolyCube#1 is the cube I created in zbrush. PolyCube#1test is the PolyCube#1 after being converted into voxels and exported from 3dC. PolyCube#1.OBJ PolyCube#1test.obj Quote Link to comment Share on other sites More sharing options...
Member marrakech Posted November 25, 2009 Member Report Share Posted November 25, 2009 hi cropcircle there is an method to export quad mash from 3d coat i show u un some pics. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted November 25, 2009 Reputable Contributor Report Share Posted November 25, 2009 3DC exports quads. When you merge into voxels, you lose any uv map and your quad polygons,voxels are not quads in nature. If you export a obj from the voxel room, you will not get quads.(exporting from the voxel room is mainly used for static renders,hence the reduction tool for it. You have to retopo the mesh to get quads either by manually(great retopo tools in 3DC) doing it or using the quadrangulate feature (like the above post said) in the vox tree. Quote Link to comment Share on other sites More sharing options...
Javis Posted November 26, 2009 Report Share Posted November 26, 2009 Thanks for posting your tutorial marrakech. You can use the auto quadrangulation as marrakech posted, or as digman said, you'll need to manually retopologize the voxel sculpt after you merge and sculpting it. Luckily 3DC has extremely competent retopo tools! Personally if you need the mesh to be relatively the same as before, then you will definitely want to manually retopologize it. Quote Link to comment Share on other sites More sharing options...
Javis Posted November 26, 2009 Report Share Posted November 26, 2009 Unfortunately there is no way to use a reference mesh with voxel sculpting that I'm aware of. This has been something I've been wishing for for a while now... So I'll bring it up with Andrew. Quote Link to comment Share on other sites More sharing options...
Member CropCircle Posted December 1, 2009 Author Member Report Share Posted December 1, 2009 thanks marrakech! I am going to have to try this out. Quote Link to comment Share on other sites More sharing options...
Member marrakech Posted December 5, 2009 Member Report Share Posted December 5, 2009 No problem and i wont to tell that i see that if u put normal smoothing steps very lov u dont lose so much detail on harder edges.In my opinion its not good to put high values on smothing becose u loos to many details. Quote Link to comment Share on other sites More sharing options...
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