Advanced Member blade33ru Posted July 17, 2010 Advanced Member Report Share Posted July 17, 2010 im trying to texture a robot arm with a whole bunch of pieces. i can get it in no proeblem from file import to paint directly, but i like the ability in voxels to get a perfectly mapped base texture using box mapping then exporting to retopo where i have the obj imnported and then exporting to paint. my problem is that i have multiple objects but after this process i end up with one object. i guess i could break this up again manually in maya but thats a pain. its also a pain importing all the objects one by one and painting and exporting indivudually. so at the moment im using simple import for per pixel painting because i get predictable results. but is there a work around or osmehting im missing for exporting from voxel space. also i notice in retopo when im doing my UVs there seem to be some surfac es sort of ghosted out in a light blue wireframe. why is that_ i think they are locked or something but my model out of maya is a simple un UVd 1 material non hierarchy . thanks scott Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted July 17, 2010 Contributor Report Share Posted July 17, 2010 im trying to texture a robot arm with a whole bunch of pieces. i can get it in no proeblem from file import to paint directly, but i like the ability in voxels to get a perfectly mapped base texture using box mapping then exporting to retopo where i have the obj imnported and then exporting to paint. my problem is that i have multiple objects but after this process i end up with one object. i guess i could break this up again manually in maya but thats a pain. its also a pain importing all the objects one by one and painting and exporting indivudually. so at the moment im using simple import for per pixel painting because i get predictable results. but is there a work around or osmehting im missing for exporting from voxel space. also i notice in retopo when im doing my UVs there seem to be some surfac es sort of ghosted out in a light blue wireframe. why is that_ i think they are locked or something but my model out of maya is a simple un UVd 1 material non hierarchy . thanks scott You need to post some images and OS/hardware info. Quote Link to comment Share on other sites More sharing options...
Advanced Member blade33ru Posted July 19, 2010 Author Advanced Member Report Share Posted July 19, 2010 You need to post some images and OS/hardware info. here are some images as you can see in maya I have multiple objects which are imported as a single voxel not as multiple voxel layers which would be nice. additionally in the retop room ive turned off all retopo groups which were created automatically yet some still exist and i cant turn them off. weird because all of the objects are independent in maya. cant seem to duplicate the blue ghosted wireframe thing in retopo this morning...will post when it shows up again anyway...main issue...how to work with a multiple object OBJ efficiently without mulñtiple import exports im on windows 7, phenom quad core, and nvidea quadrofx 3700 running 3.11 cuda x64 DX, 8 gigs of ram thanks you in advance for any help you may offer cheers scott Quote Link to comment Share on other sites More sharing options...
Advanced Member blade33ru Posted July 19, 2010 Author Advanced Member Report Share Posted July 19, 2010 so right now im using only the paint room because i can import all the objects as one obj but access each individually. my point is that i like to bake the shaders in from voxel room as a base paint coat which doesnt really work out workflow wise Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted July 19, 2010 Contributor Report Share Posted July 19, 2010 so right now im using only the paint room because i can import all the objects as one obj but access each individually. my point is that i like to bake the shaders in from voxel room as a base paint coat which doesnt really work out workflow wise Using the Voxel room as a 'pre-paint'/base coat tool room is probably not a good workflow as it is intended to be used as a form or shape creation/modification tool set. If you want separate Volumes, you must import each object into it's own volume (a non-starter for your character). Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted July 19, 2010 Advanced Member Report Share Posted July 19, 2010 I agree with tony nemo, what you have in mind is not a good workflow. Just import and paint these objs. Voxels are for a deferent approach. Quote Link to comment Share on other sites More sharing options...
Advanced Member blade33ru Posted July 19, 2010 Author Advanced Member Report Share Posted July 19, 2010 I agree with tony nemo, what you have in mind is not a good workflow. Just import and paint these objs. Voxels are for a deferent approach. thats interesting because im pretty sure on the you tube video page this method is recommended for adding detail to low poly objects. import using merge then export with retopo to tweak the normal maps. he does it with a bus or something i thought a similar baking could be accomplished with fill tool. but my versions seems to have a bug where if i do a fill with a texture i get several squares which dont get affected and generally the fill isnt even. the voxel bake is very clean. maybe a future feature could be to import multi object obj into independet voxel layers Quote Link to comment Share on other sites More sharing options...
Advanced Member blade33ru Posted July 19, 2010 Author Advanced Member Report Share Posted July 19, 2010 thats interesting because im pretty sure on the you tube video page this method is recommended for adding detail to low poly objects. import using merge then export with retopo to tweak the normal maps. he does it with a bus or something i thought a similar baking could be accomplished with fill tool. but my versions seems to have a bug where if i do a fill with a texture i get several squares which dont get affected and generally the fill isnt even. the voxel bake is very clean. maybe a future feature could be to import multi object obj into independet voxel layers or just to have access to shaders and baking in regular paint mode Quote Link to comment Share on other sites More sharing options...
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