Hello! (and a noob workflow question)
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 From:  amur (STEFAN)
9159.4 
Hi Andreas,

glad that it is working for you! The scaling should be no problem. The important
thing, you already figured out, is that you play with MoI's mesh export settings.

Paul Garboury once showed a video (on YouTube) how to use imported CAD
models for sculpting details on them. This is also very interesting, in case
ZModeler takes longer with modeling than with MoI. Unfortunately i can't give
you a link, because it been a while since i watched the video and i did not saved
the link. But this was also interesting, because he showed how to quickly auto
retopo a triangulated CAD mesh.

P.S. With ZBrush and MoI you have a superb modeling combo, imho! ;-)

Best regards
Stefan
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 From:  nameless
9159.5 In reply to 9159.4 
Thank you Stefan!

I will definitely look into that Paul's video. I really like concepting in Zbrush, it is much more natural for me than starting from scratch in MoI. But comfort is not always for the better, so with time and getting used to shortcuts hopefully I will get a good flow in MoI too.

I want to try to import an obj in MoI and instead of converting it to nurbs, use it as a base/guide to draw curves on top of it. This could be extremely handy too to extract shapes, if possible.
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 From:  Frenchy Pilou (PILOU)
9159.6 
I believe that is this one ;)
Minute 40

---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery
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 From:  Michael Gibson
9159.7 In reply to 9159.1 
Hi Andreas,

re:
> What are the advantages of converting subD to nurb geometry?

It's so you can do a kind of hybrid modeling approach where you can build some element of your model that is organic or blobby shaped in a sub-d modeling program which are usually easier for those type of shapes but then bring it into MoI and do further work on it using things where NURBS modeling is good at like applying boolean cuts from 2D profile curves.

- Michael
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 From:  nameless
9159.8 
Hey Pilou! Thank you for digging up the vid! Awesome info.

Hi Michael! I am starting to understand now. Thank you for taking the time to answer! I would also like to grab the chance and thank you specifically for what you have created, as MoI's design was one of the reasons I went deeper into modeling (me, a dude that paints). It's amazing how one man's passion and effort can have such unique outcome, resulting in a product that outweighs larger company titles on many aspects. Very inspiring.
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 From:  nameless
9159.9 
MoI creates beautiful cuts and the converted subD is looks super smooth in render. Following Paul's method from Pilou's link (very roughly) I could remesh the obj that I exported from MoI. That allows sculpting nice damage detail but somehow destroys the smoothness of the original MoI export in curved areas (You can see at the upper right of the "issue" jpg). That is easily fixed by hand smoothing and it is worth the effort in my opinion. But I might just be missing something, I will have to go over the method again and play with settings. I really enjoy the combination of these two programs! ^^
Image Attachments:
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Size: 102.1 KB, Downloaded: 53 times, Dimensions: 1600x1118px
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 From:  Michael Gibson
9159.10 In reply to 9159.9 
Hi Andreas,

re:
> That allows sculpting nice damage detail but somehow destroys the smoothness of the original MoI export
> in curved areas (You can see at the upper right of the "issue" jpg). That is easily fixed by hand smoothing
> and it is worth the effort in my opinion. But I might just be missing something, I will have to go over the
> method again and play with settings

It could be that you're not getting vertex normals coming through but I also seem to remember that the ZBrush display mode by default likes to show polygons like that, maybe there is a display setting for that?

- Michael
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 From:  nameless
9159.11 In reply to 9159.10 
Hi Michael!

You are absolutely correct, Zbrush occasionally displays a more faceted version of the model to improve performance during model rotation and does not do any smoothing between vertex normals according to what I have read.

The images I attached are renders in octane (with smoothing active in the material settings) and I suspect that this is an actual geometry issue due to Zremesher algorithm/settings I used. There are other settings with Zremesher that could potentially work to avoid this issue, but it has nothing to do with MoI's export which is perfect.

And please take everything I say with a grain of salt, I am new to the terminology and the programs and I do not want to appear like I understand more than I actually do. :)
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