12/1/2022 0 Comments Moi3d car modeling![]() I'm not sure why and I need to make some tests with a "classic" ZBrush export to see if I'm facing the same problem. The models exported/imported using GOZ/GOB take some minutes to export from Blender and are imported in Toolbag 4 for the bakes. Small info about this, I saw a performance issue using it. When I'm happy with the high poly, I just do a decimation master pass on every subtools and then do an "export all" using GOZ/GOB ( I'm using the free plugin GOB to import Zbrush GOZ meshes into Blender*). If it missed some edges, you can use the Z modeler brush, choose "crease," and select the edges manually.įor the smooth edges, I only use Polish, Polish Crisp Edges, and Polish by Feature until I get a result I'm happy with. Just add a crease set with a value between 20 & 35. Now, sometimes you will need to subdivide a bit, especially some rounded parts. Thanks to Fusion and Moi, all we need to do is Dynamesh and smooth the edges. The ZBrush part is relatively short and straightforward too. Now that I have an excellent base to work within Zbrush let's jump into it! When these are exported, we can move on to the high poly. But it gives you an excellent base to work with 90% of the time. Take those values as a "base." Sometimes you will need to change the values based on your objects. So, basically, I'm just importing my STEP mesh in Moi3D and directly exporting it in OBJ or FBX with those export settings: High Poly export settings (Left) vs. Moi3D just allows me to add a lot more geo for my ZBrush base mesh and a bit more for the low poly that I will clean in Blender after. Then I import it in Moi3D, and you will see that the mesh is pretty low poly (even too low), and you don't have a good enough topology to work within Zbrush. When I'm done with my Fusion mesh, I export it in STEP format. My usage of Moi3D is pretty short and straightforward. I need to give a try to the Zbrush's Remesher, for example. I'm still looking for other possibilities. I don't really like to have one more software in my pipeline that I basically use only a couple of minutes, but I don't know how I would work without him now. Using Moi3D in this workflow is quite a "grey" area for me. I am sure and not afraid to say that with the subdiv workflow, it would have taken me twice or almost twice that time for each asset (especially the MAWL-DA, that one is a tough one). These are the times it took me for each asset (Fusion, Zbrush, Blender): It's not high enough to be a High Poly, and it's not clean enough for being a Low Poly. It's not really a "mid-poly" because when you export it from Fusion, your model is relatively low, but what I mean by "mid-poly" is this version between your high and your low. I don't know if I would recommend this software for a "newbie." The subdiv workflow is still used in our industry, but it gives you the "problem solving" skills that will appear when you're stuck in Fusion (but I'm sure this is something you can develop using only Fusion, of course).įusion allows you to create a "perfect" mid poly model in a short amount of time. It will be enough for you to understand the modeling logic of Fusion. The idea is to create the only details that affect the silhouette of the object.Īfter watching the videos I posted above, you should be able to make any kind of object in Fusion. I try to keep the model as sharp as possible. I start with a blockout (as always), and then I do a mesh with almost zero bevels on the edges. Working at 100% in non-destructive, keeping the edges control, even after multiple Booleans is incredible, and I don't even talk about the time you save when you don't have to take care of the topology at all. Fusion handles so many "small" things for you that would usually annoy you (or at least annoyed me).įrom my point of view, CAD software is made for people who are not 3D artists, so everything needs to be simple and accessible. This one is a vital read.ĭuring the first hours of using Fusion, I was amazed at how easy it is to work with. ![]()
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