Difference between revisions of "1.1 Importing Meshes/ru"

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{{Languages|1.1_Importing_Meshes}}
 
{{Languages|1.1_Importing_Meshes}}
<p>Русский</p>
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<p>Русский тест</p>  
 
With the middle column select, pick one of these .OBJ files that
 
With the middle column select, pick one of these .OBJ files that
 
you can see in the menu from the screenshot below.
 
you can see in the menu from the screenshot below.

Latest revision as of 10:11, 24 February 2011

Русский тест

With the middle column select, pick one of these .OBJ files that you can see in the menu from the screenshot below.

Or select file menu and click on File->Import->Model for per pixel painting, then choose “sample.obj” file (it is in the Sample folder). Upon importing an object you will be prompted with the following image. There are many options you will see in this prompt. They are as follows:

Initial subdivision. Set initial subdivision of the object for smoother look (if needed).

UV-mapping type. Keep original UV or choose Auto-mapping.

Wiki Manual 1.jpg

UV-set smoothing. This option works only if you have chosen to subdivide model during import.

Auto smoothing groups. This option allows creating smoothing groups automatically. By specifying value in the “Maximum angle” option responsible for the maximal angle between faces when the edge becomes sharp, it is necessary to activate the Auto smoothing groups option. To use this option turn the Auto smoothing groups on.

Wiki Manual 2.jpg

UV-set name. Enter UV-set name.

Texture width. Set texture width.

Texture height. Set texture height.

• Note: If your video card has less then 256 Mb of RAM you should avoid textures larger than 2000 x 2000.

• If you choose File->Import->Model for microvertex painting and you have selected a file (“sample.obj” file (it is in the Sample folder) is recommended to start with). As with theprevious method, you will see a number of options of which you can specify upon importing your object.

Wiki Manual 3.jpg

Millions of Polygons. This responsible for mesh resolution, the number of millions of polygons after mesh smoothing during the loading. This amount should be greater than the amount of pixels on texture. These polygons are used to create normal map on the fly.

Carcass Resolution (Polygons). The mesh consists of two levels of detail: carcass mesh (mid - poly mesh) and high resolution mesh. Usually you will see mid-poly mesh in viewport with normal map created using high-poly mesh.

Smooth Object. You can also “smooth” the object while opening the file. For this case, let’s tick “Smooth object”.

Mapping Type. By default, the UV-mapping type is “Keep UV”. For this option of course, you must have a pre-existing UV mapped mesh, and remains as it was. If you want, you can change it. For this example, we will leave it as is.

UV Subpatch Smoothing. This option allows for the smoothing of subpatched UVs.

Preserve Positions. With the help of “Preserve positions” options you can specify the initial vertex positions to be saved, compensating their shift when smoothing by extra pressure.

Ignore Smoothing Groups. This allows you to import meshes without normals information. The model will be smoothed after the import in this case.

Invert Normals. Check this option if you want to invert normals of the model.

Auto Smoothing Groups. The “Auto smoothing groups” option allows creating smoothing groups automatically. By specifying value in the “Max. angle” option responsible for the maximal angle between faces when the edge becomes sharp, it is necessary to activate the “Auto smoothing groups” option.

• UV Set Name, Texture Width & Height are the same as above for per pixel painting.