1. If I export all my parts, as a single mesh, what format do I pick? OBJ, FBX? And what are the settings I need to have my mesh in 3DC look as much as possible in MoI?
2. If I export all my parts, as a single mesh, but, assigning a color to each, what format and settings do I need, and how do I import them with the option to get the parts seperately in the voxel tree?
Anything else I should know that is handy?
This is what I'm been working on, want to continue doing some detailing in 3DC, such as paneling (with the voxel layer tool), and adding tentacles.
Hi Groot, probably your best bet is to use .obj format and set the "Output" option to "Output: Quads & Triangles".
MoI currently only exports color information to OBJ and LWO formats, not FBX format as of yet. LWO is best for going into Modo or LightWave, OBJ is usually best for all other programs.
Are there specific settings I need to choose, to keep my mesh (almost) 1 to 1 in 3DC as it was in MoI? I did some attempts yesterday, and all of them made both the surface and the edges a bit muddy. I will do some new attempts later today and post images.
Hi Groot, sorry I don't know many specific details about 3D Coat voxel mode myself, maybe you need to adjust some option to make a denser voxel grid in 3D Coat to increase fidelity. Maybe someone else who uses 3D Coat will be able to chime in, or otherwise I'd recommend asking your question on the 3D Coat forum.
Hi Marco
Your posts about Rocket and 3D Coat helped me too. I tried to make this in Moi and couldn't fillet the air scoops on the hood so I used subd for the body and made the rest with voxels.
There are a couple of ways to go. First off, you need to know if you want to retopo your model, or just import it, apply UVs, and texture it. If it's the latter, then this video will help:
If you're looking to use your MoI3D model as a 'base' for further modeling, then you'll want to export it with VERY HIGH POLY SETTINGS. Then import it into the Voxel Sculpting room as a surface model, and then voxelize it at a very high voxel poly count (multiple millions). This should give you a very smooth base to start with. Edit it using the voxel and surface tools, convert it to a surface and then use the Decimate command to reduce the number of polys (75% decimation is good). The decimate command is intelligent and will try to maintain areas of extreme detail.
You can then export it to an OBJ, reimport it, UV Map and texture. Here are a couple examples of voxel editing and exporting in this same fashion to KeyShot for rendering:
OR, if you're creating a game object, you can forgo the decimate and just retopo it (a lengthy re-modeling process) for texturing.