@ Michael, I'm sure MoI exported the obj file correctly because Blender has no problem in seeing the different parts.
@ BurrMan, I tried with "Import Object", "Import Model for Voxelization" and "Import Model for Per Pixel Painting" (I noticed that sometimes there's one solid model in the sculpt room but the painting room preserves all the various parts).
This thing is puzzling me, it's not the first time I import a model from MoI to 3D Coat...
@ chippwalters Thank you man! Awesome tutorial as usual. I thought of exporting all the parts separately actually and I will do it eventually if I can't solve it any other way. It's an annoying process though, in particular for more complex models.
In your tutorial about the camera drone you imported the whole model into 3d Coat and it worked just fine. Is there a reason why you changed your workflow?
I changed it because I wanted to be able to quickly combine sets of objects in 3DC to be able to distress groups of models together.
In order to bake normals onto simpler geometry in Substance Painter, it's best to have a bake target for each material. So for a product like a knife which has two materials (a blade and a sheath), you would need two bake targets.
I don't know why you would want to voxelize your knife unless you wanted to add distress or create different bake sets.
The drone example didn't need baking, so I exported it as one object with separate meshes.
A quick test and I was able to successfully export 2 meshes at the same time into the Paint Room of 3DC and maintain their separate meshes:
@ chippwalters I'd like to import the knife model into 3DC to smooth some edges I can't fillet in MoI and to make some experiments with texturing. No problem, I'll export the different parts separately. Thank you for your help!! :D
In 3dC, during import object, select "W/O voxelization".... This will import separate named objects on their own layers... You can then voxelize layers 1 by 1 if you want voxels.... This is good too because you don't always want "4 million polys" to get detail on a box", like you may need for a blob of some sorts... Each object can have it's own poly count settings...
Hi Marco
Do you know why the Rocket forum has gone quiet? I want to know how to constrain extrude to 90 degrees but there seems to be nobody to ask.
Best wishes
Keith
@ BurrMan @keith1961 I hadn't checked "Import w/o voxelization" nor "Import to separate instances". I've just tried with another model and it works!! Thank you guys!!!
@You "...Do you know why the Rocket forum has gone quiet?..."
Good question. Also I'm wondering...
I'm going to echo this question also on NVIL's forum that is managed by Istonia (the creator of R3F along Samardac)
@You : "...I want to know how to constrain extrude to 90 degrees..."
What exactly do you mean ?
If you're talking about "Normal Extrude", this is very simple in R3F.
"Normal Extrude" in fact already extrude a face or a group of faces to 90 degrees.
It's very simple.
1) Pick the face(s) you want to extrude
2) Hit the "a" key
3) With that key pressed push the middle mouse button and start to drag (you can also release the "a" key after you have started to drag)
4) release the middle mouse button when finished
And in this way you can perform a "extrude normal".