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Full Version: Import image as an image plane or image mesh

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From: KENMO
18 Jan   [#8] In reply to [#7]
Here is a screen capture of the water wheel building when I import the OBJ into 3D Coat for UV Mapping. I get this mess. It looks to me as the normals maybe flipped. But when the model is imported into Blender by the MOI3D Blender Import/Export addon/plugin/script, I check for flipped normals and all are showing BLUE. No RED faces on the outside of the mesh.




I can only get the mesh UV'd properly if I retopo it in Blender via Quad Remesher and doing this I lose most of my filets and chamfers.

Is there another way to UV MOI3D models other than 3D Coat?

AND NO, I do not have or want substance painter.

This only happens if I use texture maps. If I use Vue's shader materials which requires NO UV mapping (and not their image based textures ) everything if fine. But for most architecture I refer image based textures (bricks, walls, shingles, rust, etc).

Cheers

Ken

Image Attachments:
3dcuv.jpg 


From: KENMO
18 Jan   [#9] In reply to [#8]
After posting this, I recalled I've ran into similar problems in the past with models that did not consist mostly of quads and I used the FREE app UVMapper Classic and it worked.

I was able to UV the model with UVMapper and apply the UV set to the model and bring it into 3D Coats paint room as an UV mapped model.

Seems like it worked fine. I can not find any holes in the mesh.




Image Attachments:
3dcuv2.jpg 


From: Michael Gibson
18 Jan   [#10] In reply to [#5]
Hi Ken,

re:
> No, when I import an image into Blender (or Wings3D) as an image mesh, it comes into Blender
> as a plane mesh with the image applied like a diffuse map.
> <.....>
> After some extruding and loop cutting I have something like this in Blender.

Yes, Blender and Wings3D have this functionality because they are "DCC" (Digital Content Creation) tools.

They work with polygon mesh geometry and their overall focus is on producing rendered images. They don't care very much about making accurate geometry, they just care about how things look.

MOI on the other hand, is a CAD program, not a DCC app.

CAD is much more focused on making accurate geometry and uses a much different system for representing objects.

You can transfer models from a CAD representation into a DCC mesh by dicing up stuff like a CAD sphere surface into a bunch of polygons but it is not easy to go the reverse way and create an accurate CAD type model from already diced up polygons.

That's why the tools are different in MOI and Blender/Wings3D and why you can transfer models in one direction but not the other.

- Michael
From: KENMO
18 Jan   [#11] In reply to [#10]
Thanks Michael. I do prefer MOI3D over Blender for creating doors and windows. They just look better. But most of my models I use in digital illustrations, if completely 3D they are render 70% of the time in Vue, 20% of the time in DAZ3D, 10% in 3D Coat. OR for props in 2D paint overs (ArtRage, Photoshop, Corel Painter or Rebelle). I am mostly a photographer of landscapes and scenes in my native Nova Scotia and neighboring province New Brunswick and the US state of Maine as well as car shows in NS, NB and ME.

Again thanks for your explanation. Much appreciated.
From: immortalx
21 Jan   [#12]
The images as planes feature is just a shortcut for adding a plane yourself and applying a uv->project from view, from an orthographic view. It still is not correct uv mapping. The sides of your door example model will get stretched. They'll get a repeating color of the pixel that lies in those coordinates.
To do the same thing with MOI, do the outline of the door, make a planar surface and extrude (all inside MOI), and export to Blender. In Blender add the door texture to your model's material and do a uv->project from view (Bounds).
You'll get the exact same result.
From: KENMO
6 Mar   [#13] In reply to [#12]
Cool, I must check that.

Cheers and many thanks...

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