MoI discussion forum
MoI discussion forum

Full Version: obj export for sculpting

From: TOM (SIRTOM)
16 Nov 2019   [#1]
Hi,

Is there anyone here with experience in exporting object
for sculpting purposes ? (I use Cinema ยด4D?

When I subdivide the mesh in C4D I get an uneven surface
specially at the edges.

I guess a mesh with small quads of same size would be the
optimum for scupting purposes.

So is there an exporting option in MOI to achieve this or
another helrping tool ?
From: Frenchy Pilou (PILOU)
16 Nov 2019   [#2] In reply to [#1]
I believe you must play with the options lees than, bigger than, Ratio...
& i believe that C4D support Ngones!
From: TOM (SIRTOM)
16 Nov 2019   [#3] In reply to [#2]
Hi Pilou,

Yes I tried that and I found some infos that there there
are not many possibilities to influence mesh topology in Moi.

So I tried Instant Meshes but error due to OpenGl issues.

Seems difficult to find a tool.
From: Michael Gibson
16 Nov 2019   [#4] In reply to [#1]
Hi Tom, try using the "Divide larger than" setting when exporting out from MoI, see here for an example:
http://moi3d.com/forum/index.php?webtag=MOI&msg=2833.5

- Michael
From: Michael Gibson
16 Nov 2019   [#5] In reply to [#1]
Hi Tom, when you say "sculpting purposes" I was thinking you were talking about displacement brush sculpting like as in ZBrush or 3D-Coat. That's when having a finely diced up mesh as in the link above can be helpful.

But do you instead mean that you want to do sub-d smoothed subdivision and control point manipulation in Cinema4D ? If so then that's a much different thing. For that you'll need to do a process called "retopology" to construct a sub-d smoothing friendly mesh from your original one. The one that MoI exports will not be suitable for use as a sub-d smoothing cage.

Do an internet search on "retopology" to get more information on the conversion process, here's one result:
https://cgcookie.com/course/introduction-to-retopology

But you may be better off just constructing the sub-d friendly mesh in C4D from the beginning though instead of trying to use MoI for that type of result.

- Michael
From: TOM (SIRTOM)
17 Nov 2019   [#6] In reply to [#5]
Hi Michael,

I am indded looking for displacement brush sculpting - in Cinema.

So Pilou was right, there are settings to fill up an area with triangles and quads.

What are the best methods to achieve the sharpest edges possible while trying
to keep RAM consuming features low ?
From: Michael Gibson
17 Nov 2019   [#7] In reply to [#6]
Hi Tom,

re:
> What are the best methods to achieve the sharpest edges possible while trying
> to keep RAM consuming features low ?

Try using the "Divide larger than" setting, there is an example here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=2833.5

You put in a distance value there and any polygons larger than that distance will get subdivided.

The specific value to use depends on the scale of your object and how dense you want it.

For example if you have an object that's 1000 units across, do not put in a "Divide larger than" value that's very small like 0.001 because that's asking to make a tremendously dense result.

For a regular sized object try starting with "Divide larger than" of 1.0, then try going down in steps.

- Michael