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Full Version: Nvil or Blender

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From: KENMO
1 Jan   [#63] In reply to [#62]
I use my Groboto created models for assets in e-onsoftware's Vue or to paint over in Photoshop, Corel Painter, Art Rage or Rebelle.

In this 2D digital painting I posed Mr Bug in Groboto and then did a render with the outline in Groboto. I used the render as an under painting in ArtRage.

i did this in 2014.



Image Attachments:
ArtRage017-{Lonely Mr Bug}=KRM02.jpg 


From: KENMO
1 Jan   [#64] In reply to [#63]
Wow - DAZ3D still offers Carrara 8.5 Pro which I forgot I purchased years ago and still have installed on my computer. Never really gave Carrara a chance as I found Hexagon to be a much better 3D modeler.

https://www.daz3d.com/carrara-8-5-pro?srsltid=AfmBOoqgQysVKj3vdiD-Qjku8wRNO2XcgkQ7MHC9S_T1uAsIhdzW96xt

Several years ago I became interested in Anim8or, but it seems the developer stopped working on it. It was also another FREE 3D modeling app.

https://www.anim8or.com/

With an online manual

https://www.anim8or.com/learn/manual/index.html
From: KENMO
1 Jan   [#65]
An youtube channel with some tutorials on Anim8or.

https://www.youtube.com/@pocketenix3d
From: KENMO
1 Jan   [#66]
Screen capture of an arch window I quickly modeled in Groboto3D several years ago.

I believe something similar could be quickly modeled in MOI3D.

However I believe Groboto3D does a better job when exporting to OBJ as most of the time they are perfect quads.

Image Attachments:
ArchWindow.jpg 


From: KENMO
1 Jan   [#67] In reply to [#66]
In the post above it shows what primitives were used to create the arch window's frame.

In this post the primitives used to create the window glass.


Image Attachments:
ArchWindowGlass.jpg 


From: KENMO
1 Jan   [#68] In reply to [#67]
Archwindow exported from Groboto as OBJ and imported into Blender 4.3. Perhaps a little too dense and needs to be decimated or retopo'd.



Image Attachments:
ArchWindow InBlender.jpg 


From: KENMO
1 Jan   [#69] In reply to [#68]
One thing I do like in Modo is it's mesh cleanup function.

My Archwindow OBJ imported into Modo v17.1. Mesh cleanup finds a few issues and attempts to resolve them.



Image Attachments:
ArchWindowInModo17.jpg  ArchWindowInModo17.jpg 


From: KENMO
1 Jan   [#70] In reply to [#69]
This time I reduced the quad count in Groboto3D's export to OBJ function and tweaked some of the seam options.

In Blender you can see the quad count is now more then half then previously.


Image Attachments:
ArchWindow InBlender.02jpg.jpg 


From: PaQ
1 Jan   [#71]
Usually, when working with MoI, you want to get a mesh that accurately resembles the original file. So, if you design a sharp box, you get a box as output, not a soap stick.
And yes, building an arched window is done with just a few clicks. The only difference is that it's more of a 'destructive' approach, as the different boolean operations are not live.


Depending on the purpose, you might want to try two approaches. If it's 'just' a render mesh, n-gons driven by angle do a perfect job. I suggest using the .FBX format when dealing with n-gons to avoid reconstruction problems in most DCCs (.lwo is nice with Modo/Lightwave, though). Blender does surprisingly well using .obj, but it's an exception.


If you plan to add additional deformation or prepare a mesh for sculpting (remeshing), dicing the model evenly is the best choice, as you need accurate surface limits and can't rely on normals only.


They will both look the same in the viewport ...


But the evenly diced version can handle some advanced deformations.


MoI's mesher is simply the best, really. However, there is often a misunderstanding about what constitutes "good topology." Quad-only topology doesn't make much sense most of the time, especially if you are generating a render mesh. It's something you tend to stick to when doing pure poly-modeling or preparing a mesh for rig deformation (character work), as normals need to be re-evaluated on the fly in a surface
subdivision pipeline. On that matter, Groboto meshes will be a nightmare to work with anyway

Image Attachments:
Arch01.JPG  Arch02.JPG  Arch03.JPG  Arch04.JPG  Arch05.JPG 


From: KENMO
1 Jan   [#72] In reply to [#71]
Thanks for the post. There is some valuable information in it.

The export MOI3D options :
- Angle
- Divide larger than
- Avoid smaller than
- Aspect ratio limit

always confused me. Is there any information on these perplexing options during export?

Thanks kindly
From: Michael Gibson
1 Jan   [#73] In reply to [#72]
Hi KENMO,

re:
> Is there any information on these perplexing options during export?

Yes, it's in the help file under "Meshing options":
https://moi3d.com/4.0/docs/moi_command_reference11.htm#meshdialog

- Michael
From: KENMO
1 Jan   [#74] In reply to [#73]
Thanks kindly Michael. That helped a lot.

Cheers and Happy New Year...

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