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Full Version: Nvil or Blender

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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...
From: Matadem
14 Mar   [#75]
Good day.
I've been playing with Nvil for a few months now.
And the creator has posted allot of needed video's on youtube.

When you get used to this it is very fast...the model below can be done in 10 minutes. and I am not even good.
Question what are the best practices to import this model into Moi?
Export as obj and Importobj? is there anything I need to look for ?

Tnx!

Image Attachments:
f1rtest.JPG 


From: Michael Gibson
14 Mar   [#76] In reply to [#75]
Hi Matadem,

re:
> Question what are the best practices to import this model into Moi?

You'll want to export the level 0 base control cage, without any smoothing applied.

Export that to .obj format and then in MOI use SubD > Create > "From file" .

- Michael
From: Frenchy Pilou (PILOU)
15 Mar   [#77]
in case of no 3D file but only a photo and depending of what do you want to make! :)

You can use the free Vizcom
with this image





you obtain a 3D file format GLB
use the free 3D Builder (inside Windows) export as OBJ
use the free Mesh Lab for Decimate quadrangulate etc...
export as OBJ

Use the Max Smirnov _Import OBJ to import inside MOi

So maybe make another regulate inside MeshLab! :)


Tripo ai gives a terrific 3D result from an image!



with more decimated and free Instant Meshes



From: Matadem
15 Mar   [#78]
Micheal
What do you mean by export the level 0 base control?

Great info Pilou!
From: Frenchy Pilou (PILOU)
15 Mar   [#79] In reply to [#78]
I believe it's no Subdivided! ;) (Level o)
From: Michael Gibson
15 Mar   [#80] In reply to [#78]
Hi Matadem,

re:
> What do you mean by export the level 0 base control?

The lowest density one before any subd smoothing has been applied.

The one that is called the "control cage" in this video:
https://www.youtube.com/watch?v=ckOTl2GcS-E

- Michael
From: Michael Gibson
15 Mar   [#81] In reply to [#77]
Hi Pilou - what you show there are examples of what you want to avoid doing.

Like this result:



That comes from applying sub-d smoothing onto a control cage that has not been set up for subd modeling, it's just triangles.

The result will be extremely overly dense and will likely contain a lot of bumps and undulations in it.

It will be difficult to use something that messy to do further work on.

So I'd recommend not doing any of what you show there, sorry!

- Michael

Image Attachments:
NoEdgeFlow.png 


From: Frenchy Pilou (PILOU)
15 Mar   [#82] In reply to [#81]
Yes it's for that i try to make only quads! :)
and maybe many more...and must also be repaired because there is something who is false...not a solid when Join or Union...
... but it was from only a photo!

From: Michael Gibson
15 Mar   [#83] In reply to [#82]
Hi Pilou,

re:
> Yes it's for that i try to make only quads! :)

All quads is one of the things you need to make a good sub-d object but it isn't the only thing.

The quads you have generated there are too small, each little quad will have a very localized effect on the subdivided mesh so it will be easy for there to be ripples and bumps in the shape. With larger quads a larger amount of the model's shape is impacted by each quad and it becomes less likely to have little bumps in the shape.

When bumps are stretched out over a large space they become much less noticeable.

It's kind of like this, here's a curve with a lot of control points, and one with only a small amount:


If I move the points around by the same distances on each, the sparse one still retains a smooth looking shape while the dense one becomes much bumpier:



Basically there is much more opportunity for generating lumpy/bumpy shapes if you have a lot of control points.

So that's again an example of something to avoid doing.

re:
> but it was from only a photo!

Yes, that's kind of interesting that it comes from only a photo but the result is way too poor quality to actually be used.

- Michael

Image Attachments:
DenseBumps1.png  DenseBumps2.png 


From: Frenchy Pilou (PILOU)
16 Mar   [#84] In reply to [#83]
Understood! :)
From: KENMO
22 Mar   [#85] In reply to [#75]
Cool model. Reminds me of one of those 1970s-1980s Can-Am road racing cars.
From: KENMO
22 Mar   [#86] In reply to [#78]
In Blender you would export the model before you applied the Subdivision modifier.
From: KENMO
22 Mar   [#87] In reply to [#86]
Here is a car model I've been working on in Blender.

This is a screen capture of the car with out the SubD modifier turned on.




Image Attachments:
CAR01.jpg 


From: KENMO
22 Mar   [#88] In reply to [#87]
With SubD modifier set to level 3 and activated..




Image Attachments:
CAR02.jpg 


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