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From: KENMO
An youtube channel with some tutorials on Anim8or.
https://www.youtube.com/@pocketenix3d
From: KENMO
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.
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Image Attachments:
ArchWindow.jpg
From: KENMO
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.
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Image Attachments:
ArchWindowGlass.jpg
From: KENMO
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.
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Image Attachments:
ArchWindow InBlender.jpg
From: KENMO
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.
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Image Attachments:
ArchWindowInModo17.jpg
ArchWindowInModo17.jpg
From: KENMO
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.
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Image Attachments:
ArchWindow InBlender.02jpg.jpg
From: PaQ
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
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
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
Thanks kindly Michael. That helped a lot.
Cheers and Happy New Year...
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