Mario and friends
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 From:  ed (EDDYF)
10364.7 In reply to 10364.6 
Nice work Metin. Thanks for sharing the MoI screenshots.

I use the same software as you listed, except I don't have a sculpting program. Maybe someday.

Have you tried a simple animation of one of your characters in Keyshot?

Ed Ferguson
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 From:  Metin (METIN_SEVEN)
10364.8 In reply to 10364.7 
Thanks Ed!

I've been using Blender quite intensively the past years, but recently I'm rediscovering my holy trinity: Moi 3D for scene setup, ZBrush for detailing and Keyshot for rendering.

I haven't tried animating in Keyshot yet. I guess it's not very suitable for character animation, as that usually requires rigging and weighting, and I like creating still images more anyway. Animation quickly becomes tediously elaborate and complex when it comes to character animation.

I've just initiated a Keyshot Discord server, in case you're interested:

https://discord.gg/WCrhsTYR

─ Metin

visualizer • illustrator • 3D designer — metinseven.nl
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 From:  MajorGrubert (CARLOSFERREIRAPINTO)
10364.9 
Cool work! Congrats!
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 From:  Metin (METIN_SEVEN)
10364.10 In reply to 10364.9 
Muchas gracias Carlos!

─ Metin

visualizer • illustrator • 3D designer — metinseven.nl
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 From:  Michael Gibson
10364.11 In reply to 10364.1 
Super cool!

- Michael
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 From:  Mik (MIKULAS)
10364.12 In reply to 10364.11 
This is realy Super Mario :-)
Mik
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 From:  Metin (METIN_SEVEN)
10364.13 
Many thanks Michael and Mik, much appreciated!

I love how instantly deformable and sculptable an exported MoI mesh is if you use the right settings.

Here are some tips:



1. Set output to Quads & Triangles.
2. Set 'Divide larger than' to a preferred value.
3. Set the 'Divide larger than' option to 'All'.

Also, in the Moi.ini file you can change an option called 'CentroidTriangulation' from n(o) to y(es).

During polygon mesh export this will cause triangular faces to converge to the midpoint of ngons in stead of the boundaries of ngons, which can result in better topology for ZBrush.

Keep in mind that the 'CentroidTriangulation' option in the Moi.ini file doesn't triangulate caps with 'Divide larger than' set to 'All'. A general rule of thumb is to use Centroid Triangulation when there's a higher polygon count with more uniform dicing.

─ Metin

visualizer • illustrator • 3D designer — metinseven.nl
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