Member Andrei Samardac Posted July 28, 2013 Member Report Share Posted July 28, 2013 (edited) Why I get this broken view when import for PP? When I switch Back face culling on, these dark polygons disappear.. Edited July 28, 2013 by samardac Quote Link to comment Share on other sites More sharing options...
Carlosan Posted July 28, 2013 Report Share Posted July 28, 2013 in the original app, the normals are ok ? Quote Link to comment Share on other sites More sharing options...
Member Andrei Samardac Posted July 28, 2013 Author Member Report Share Posted July 28, 2013 Yes everything is ok, no reversed normals. Everything looks good checked in 2 applications. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted July 28, 2013 Report Share Posted July 28, 2013 when you import... AUTOSMOOTH GROUPS is OFF ? Quote Link to comment Share on other sites More sharing options...
Member Andrei Samardac Posted July 28, 2013 Author Member Report Share Posted July 28, 2013 Hay Carlson just tried it once again everything is working good, don' t know what it was. Quote Link to comment Share on other sites More sharing options...
Member Andrei Samardac Posted July 29, 2013 Author Member Report Share Posted July 29, 2013 (edited) Hay people still continue to get this artificial shader view... There is no any flipped normals, may be in this places are little polygon overlapping I don know exactly. When I increase size of textures in "change texture and mesh resolution" this artifacts become smaller and vise verse. When I use Invert normals in import menu, i get this artifacts inverted, all faces are black artifacts grey. But there is no any flipped normals I checked it. It looks like those artifacts appears where a lot of small polygons are. Pleas help! have no idea what is it.. Here you can download project and .obj. When you will import obj, check - Lock normals. https://docs.google.com/file/d/0B1uI4ljG15PObnRUcnhuc3hacXM/edit?usp=sharing Edited July 29, 2013 by samardac Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted July 29, 2013 Contributor Report Share Posted July 29, 2013 (edited) First of all, there are two very thin areas literally loaded with supporting edges, where loops are almost one over another (I counted 19 loops in the convex area and 32 in the concave!). That's a lot, even for a mesh that is meant for subdivision, and this one I understand is not. Then there are terribly stretched triangles of almost 0 area. They're so stretched, that they appear hidden. Removing some unnecessary loops (those that are too densely packed) and fixing those triangles should help. P. S. The exclamation mark on the image roughly shows where those bad triangles are. Move the vertex and the triangle will show up. Edited July 29, 2013 by ajz3d Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted July 29, 2013 Reputable Contributor Report Share Posted July 29, 2013 Here are the things I found in your obj. 1. The booleans with the added fillets was not done well... 2. lots of overlapping polygons on the outside of the boolean areas. 3. It appears to be that fillets were added after the boolean operations and they are overlapping polygons at the bottom of the fillets 4 Narrow triangles almost sitting on top of each other. If these are the type of files you are getting from your client then of course you will have problems in 3DCoat. Quote Link to comment Share on other sites More sharing options...
Member Andrei Samardac Posted July 29, 2013 Author Member Report Share Posted July 29, 2013 (edited) Thanx) But why it looks good in Cinema 4D and Zbrush only in 3DC it looks bad? Edited July 29, 2013 by samardac Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted July 29, 2013 Reputable Contributor Report Share Posted July 29, 2013 Thanx) But why it looks good in Cinema 4D and Zbrush only in 3DC it looks bad? Because 3DCoat is not a babysitter for bad topology, which is a good thing and what you want... Quote Link to comment Share on other sites More sharing options...
Member Andrei Samardac Posted July 29, 2013 Author Member Report Share Posted July 29, 2013 Just wander, why other soft show it good... Looks like 3 DC make some extra work when importing file and here that stuff happen. Cause C4D or Zbrush do not make any extra work on import as I know - the time to import in those soft is less then in 3D coat. Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted July 29, 2013 Contributor Report Share Posted July 29, 2013 As Digman pointed out, bad topology is revealed in 3D-Coat so that you can use it's tools to correct it. C4D will 'hide' flaws so that you can get on with your Motion Graphics or whatever. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted July 29, 2013 Reputable Contributor Report Share Posted July 29, 2013 The problem is the bad topology not whether it is hidden or revelled. You never and I mean never should have bad topology as that obj model has whether is hidden or not. The practice of creating bad topology is not one that should be encouraged... Tony has it right some programs will hide flaws but again 3DCoat is not one of them... Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted July 29, 2013 Contributor Report Share Posted July 29, 2013 Just wander, why other soft show it good... Looks like 3 DC make some extra work when importing file and here that stuff happen. Cause C4D or Zbrush do not make any extra work on import as I know - the time to import in those soft is less then in 3D coat. In some cases one program might me more forgiving than others. The topology of this mesh is bad and needs to be cleaned up. Quote Link to comment Share on other sites More sharing options...
Contributor TimmyZDesign Posted July 29, 2013 Contributor Report Share Posted July 29, 2013 Yeah I've noticed that the Zbrush render makes everything look very nice, but the same model will not look so nice in other render engines (especially unbiased raytraced render engines). Quote Link to comment Share on other sites More sharing options...
Member Andrei Samardac Posted July 30, 2013 Author Member Report Share Posted July 30, 2013 (edited) Thanx guys, solved) Those models was made by exporting from Nurbs Modeller. And it looks like it produce this complicated geometry when use triangles and quads in cage. I changed to N-gons and have more clear geometry now. Everything is working good. I use these models as high poly for further retopology and normal maps bakes good. Edited July 30, 2013 by samardac Quote Link to comment Share on other sites More sharing options...
Carlosan Posted July 30, 2013 Report Share Posted July 30, 2013 yeah, nurbs to polygons conversion is not good Nurbs similitude will be a Bézier surface... and using CADs apps... the shapes are build based in booleans Quote Link to comment Share on other sites More sharing options...
Member Andrei Samardac Posted July 30, 2013 Author Member Report Share Posted July 30, 2013 I solved this problem looks like it working good! This is the workflow: http://www.youtube.com/watch?v=oSMMi5ZgQhg 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted July 30, 2013 Report Share Posted July 30, 2013 This is a good tuto man ! ty for sharing it will you please add the same link and a brief description, making a new post at Tutorials subforum ? http://3d-coat.com/forum/index.php?showforum=15 Ty in advance and regards Quote Link to comment Share on other sites More sharing options...
Member Andrei Samardac Posted July 30, 2013 Author Member Report Share Posted July 30, 2013 Hay Carlosan, This is it)http://3d-coat.com/forum/index.php?showtopic=14879 1 Quote Link to comment Share on other sites More sharing options...
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