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Full Version: Gillette razor Mach3 recreated with moi3d

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From: Rich_Art
20 Apr 2012   [#13] In reply to [#11]
Looks better now...

Peace,
Rich_Art, ;-)
From: Mike K4ICY (MAJIKMIKE)
20 Apr 2012   [#14]
Sleek! Magazine ad quality indeed.
From: koleos (ZENOX)
20 Apr 2012   [#15] In reply to [#12]
Hi Frenchy Pilou,

I asked Michael how to try to export to blender3d 2.62 and i experimented last night a little.What I suggest you is to use blender3d 2.62 from blender main homepage.I tried experimental versions from graphicall.org but I had some problems with compatibility.You can export your objects as ngons.On my screenshots you can see what you could try to do and experiment with it until you find settings which removes problems with normals.When you import it in blender live it as ngons check every box and press on split tab if it doesn't.Then observe your model and watch if there are some problems with normals.If you are not familiar with cycles render,you could check on blendercookie.com how to use it.Here is the link from this website about how to render a car with cycles.
http://cgcookie.com/blender/2012/04/06/rendering-a-sports-car-in-blender-cycles-part-01/

Hope this helps you and to everyone who wants to render their models in blender3d.Enjoy and happy rendering.





Image Attachments:
export settings in moi3d.jpg  obj export settings.jpg 


From: Frenchy Pilou (PILOU)
20 Apr 2012   [#16] In reply to [#15]
Seems very cool but finally what is the format exported from Moi ?
Ngons yes, but in what format? :)
From: koleos (ZENOX)
20 Apr 2012   [#17] In reply to [#16]
Sorry I didn't put it which format.It is OBJ exporter.
From: Frenchy Pilou (PILOU)
20 Apr 2012   [#18] In reply to [#17]
So OBJ format? Because on your image you uncheck the IGES option :)
From: koleos (ZENOX)
20 Apr 2012   [#19] In reply to [#18]
Thanx I didn't noticed it is for igs.Thanx for telling me that.Sorry
I'm preparing my model for selling on 3d stocks,but I'm not sure if I use polygonal exporters for that job.I see the improvements when exporting my model as I explained you,but it is a little bit risky.I will keep experimenting with obj exporter,and if I find better exporting solution I will let you know.
From: blade_master777
27 Apr 2012   [#20] In reply to [#19]
Sorry, I'm a little late to this thread, but I'm interested in the topic. I normally use Thea Render for paid work but out of interest downloaded blender to see the new cycles renderer. Normally I export as Ngons and it looks in Thea the way it does Moi, so I tried the same method in Blender 2.63 RC with an old model, and the results are interesting. The mesh doesn't look the best, but it seemed to render ok. I don't know what I'm doing in blender, but I tried the node materials, which looks like it has a lot of potential. Attached are the results below. I also rendered using the GPU and 500 samples took 1min 40sec at 1080p. I'll give some organic models a go and see what happens as far as texturing goes.


Image Attachments:
GB_Blender.png 


From: koleos (ZENOX)
27 Apr 2012   [#21] In reply to [#20]
It looks awesome blade_master777.Sometimes I'm using even 1000 samples for rendering to remove noise.I don't know how is your knowledge with blender is,but you could check on blender cookie how to render with new realistic blender render cycles.Unfortenatly I can't export it well to blender from moi3d.It is the blender's issue not moi.Most satisfied results gave me lwo exporter in lightwave version 7,when we talk about polygonal exporters.Nodes looks complicated,but there are a lots of possibilities to achieve different results.Here is the link for rendering a car with cycles,if you want to achieve better results.

http://cgcookie.com/blender/2012/04/06/rendering-a-sports-car-in-blender-cycles-part-01/
From: blade_master777
27 Apr 2012   [#22] In reply to [#21]
Hi koleos,

Thank you for the link, I'll have a look. My knowledge with blender is a total of about a couple of hours or so. Downloading, clicking on things, import model, attempt at texturing, and then rendering. I did get on yutube to see how to do things, and then copied those actions. So really, I don't know it at all. A friend told me about cycles and that I should try it out. Then I saw this thread and I thought I'd give it a go. After reading what was said about blender and normals here, I was curious to see how bad it was. I was pleasantly surprised.

I exported with default Ngon settings in Moi. See image.



Is your blender knowledge good? Can blender display normals? And if so, how does one go about doing this on an imported model? I was also reading about a thing called Bmesh, which apparently handles Ngons. From what I've read it seems it's only from internally generated poly's.

Thanks again for the link.

Image Attachments:
GB_Export.png 


From: val2
28 Apr 2012   [#23] In reply to [#22]
Blender can display normals. In the properties panel scroll down to mesh display and click on the little cubes under the word Normals: it displays vertexs and faces.
You can turn the imported faces into Ngons select vertices edges or face (X dissolve)
I find the default material that imports into blender with an OBJ is annoying but you can delete it.
I have also found importing a STL into blender is easier to deal with than an OBJ. just because of the material that is assigned to the mesh. It is easy to turn the tri's into quads (ALT-J)
to make normals consistent Ctrl-N

Oh yes, if you use blender 2.49 the OBJ importer imports the Ngons correctly (as seen in moi export preview window).
From: blade_master777
29 Apr 2012   [#24] In reply to [#23]
Hi Val2,

Thanks for that. (ALT-J) certainly cleans the mesh up nicely. I will try STL as well and see what happens.

Thanks for the tip.

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