Moi -> 3D Coat workflow

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 From:  Oliver (FRITZ57)
9963.1 


Just a quick note about my experiences with the Moi->3D Coat workflow.

The loco was entirely constructed in Moi with some 50 objects.

Those objects were exported one by one as obj with high resolution.

In 3D Coat's "Sculpt Room" they were imported one by one "w/out voxilization"
so they appeared in "Surface Mode" in the original size, completely triangularized.

After hitting "Apply" I immediately pressed ENTER to "voxalize" the mesh in an
appropriate resolution and retriangularize it to "Surface mode" again, giving me
a clean mesh.

The result was an insane resolution which could be decimated to 30% though without
loosing any small details.

After choosing the appropriate Shaders I "Vertex Painted" just the intense weathering
in the "Paint Room" and applied the logo to the cab sides.

The final Rendering was done in 3D Coat as well.
Took a while due to the still 40M triangles...

Hope you like it.

Special thanks to Chipp, Mario and Keith for their precious information
in previous threads, much appreciated !!
Oliver
o5m6.de
Beware of the hun coming out of the sun ;-)

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 From:  Frenchy Pilou (PILOU)
9963.2 
Cool result!

What is the interest of the transformation to voxels in the process ?

Moi --> OBJ --> 3D Coat --> Voxels --> OBJ --> Render

Direct Moi --> OBJ --> 3D Coat --> Render will not works ?

When we reload an OBJ inside a render prog that works directly...
(except textures of course)

I am susprised that is different in 3D Coat?
Here inside the free SimLab Composer Lite



But a long time i have not used 3D Coat :)
Effectively...it's not direct... :)
but i have not triangles ;)

EDITED: 24 Sep 2020 by PILOU

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 From:  Oliver (FRITZ57)
9963.3 In reply to 9963.2 
Thanks for the reply, Frenchy.

My workflow has two reasons :

First, voxelisation and remeshing gives me very clean meshes
with equally distributed triangles, no stretching, no artefacts.

And second, the "Vertex Painting" works great as well as you you can see.
I have no uv maps, instead I paint on the high poly mesh itself.

Granted, I don't build for games etc., just want to get I cleanly built and
textured model without retopo, uvmapping and all that mess.
Oliver
o5m6.de
Beware of the hun coming out of the sun ;-)
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 From:  Frenchy Pilou (PILOU)
9963.4 In reply to 9963.3 
OK! Have you the arborescence of the Original "colors' work" or name's piece from moi ?
You can paint with a "texture" ?
So more or less practical than direct application a material or texture or color to a piece of an object ?

I suppose you lost the arborescence when you transform in voxels ?

EDITED: 24 Sep 2020 by PILOU

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 From:  Michael Gibson
9963.5 In reply to 9963.1 
Hi Oliver, thanks for sharing the process, it's a great looking result!

Can you show a couple of screenshots of what it looks like in MoI and 3D Coat too?

- Michael
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 From:  Oliver (FRITZ57)
9963.6 In reply to 9963.5 
No problem, Michael.



Finished loco in MoI



Finished loco in 3D Coat's "Sculpt Room"



Loco in 3D Coat's "Paint Room" before weathering...



...and after



Boiler before weathering...



...and after.

 
Oliver
o5m6.de
Beware of the hun coming out of the sun ;-)

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 From:  Michael Gibson
9963.7 In reply to 9963.6 
Thanks Oliver, really cool!

- Michael
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 From:  nameless
9963.8 
Awesome work! Very inspiring.

Thank you for sharing!
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 From:  Oliver (FRITZ57)
9963.9 In reply to 9963.8 

Thanks, nameless !

Heres another example of my Moi3D-3DCoat workflow :

The British LMS 2-8-0 Stanier 8F Steam Loco in WW2 desert serivce.

After importing into 3DC, the insane 30M polys could be decimated by 70%
without loosing the fine details.

@Michael : Could you allow feedback to every new entry in the Gallery ?













Oliver
o5m6.de
Beware of the hun coming out of the sun ;-)

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 From:  Michael Gibson
9963.10 In reply to 9963.9 
Hi Oliver,

re:
> @Michael : Could you allow feedback to every new entry in the Gallery ?

Unfortunately no, that's something that is too easily targeted for abuse by spammers.

- Michael
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 From:  2byts
9963.11 
Technically, you would not need to voxelize your mesh at all. The model will also have UVs because it is a Nurbs surface.

All you reall need to do is unfold the UVs and do a layout in the amount of UDIMS you require.

I am doing this workflow quite consistently on several film projects already.

The only issue I run into with nearly every model is Non-Manifold geometry, because the 3d software has issues with some of the topology that Moi exports. Would be really nice to know how to solve these issues on the MOI side.
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 From:  Oliver (FRITZ57)
9963.12 In reply to 9963.11 
<<The only issue I run into with nearly every model is Non-Manifold geometry, because the 3d software has issues with some of the topology that Moi exports. Would be really nice to know how to solve these issues on the MOI side.>>

I know those issues all too well, hence the intermediate voxelization and final remeshing on file Import into the scuplt room of 3D coat.
Sure it‘s a Moi-3D Coat specific issue and mostly arising with thin and tiny objects.
Oliver
o5m6.de
Beware of the hun coming out of the sun ;-)
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 From:  Metin (METIN_SEVEN)
9963.13 
In the light of the subject, you might also be interested in reading these export tips I posted for ZBrush:

http://moi3d.com/forum/index.php?webtag=MOI&msg=10364.13

─ Metin

visualizer • illustrator • 3D designer — metinseven.nl
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 From:  Oliver (FRITZ57)
9963.14 In reply to 9963.13 
Thanks, Metin !

Here's the final result, famous El Alamein Station, Egypt, Western Desert, mid-1942.

A somewhat peaceful desert evening mood, kind of Edward Hopper style drawing .-)














...
Oliver
o5m6.de
Beware of the hun coming out of the sun ;-)

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 From:  Metin (METIN_SEVEN)
9963.15 In reply to 9963.14 
Very painterly atmosphere, great work!

─ Metin

visualizer • illustrator • 3D designer — metinseven.nl
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