3DPrint: Difference between revisions
From OuroDev
How to 3D Print |
m 19 revisions imported: Importing Portal Corps Wiki pages and history - Feb 6, 2020 |
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[[File:Coh print warshade.jpg|240px]] | |||
# Export scene to .obj format per https://www.cohtitan.com/forum/index.php/topic,4947.0.html | |||
# Import file to Blender | |||
#:[[File:Coh print 1.png|500px]] | |||
#:[[File:Coh print 2.png|500px]] | |||
# Delete everything but costume | |||
#* Z toggles wireframe view | |||
#* Numpad 5 toggles between perspective and orthogonal view | |||
#* Numpad 7 changes to top view | |||
#* Shift-B allows for box selection | |||
#* Ctrl-I selects inverse | |||
#* X deletes | |||
#* Be sure to delete chest emblems and aura objects | |||
#:[[File:Coh print 3.png|500px]] | |||
#Position costume upright and at the origin | |||
#* Numpad 1 moves to front view | |||
#* Numpad 3 moves to right view | |||
#* A selects (or deselects) all | |||
#* Object > Transform > Origin to Geometry moves each selected object’s origin to its center - do this for all parts | |||
#* G grabs (moves) | |||
#* R rotates | |||
#* Use X, Y or Z button after G or R to limit movement to one axis | |||
#:[[File:Coh print 4.png|500px]] | |||
#Clean up costume | |||
##Remove double vertices | |||
##* Tab key toggles Edit mode | |||
##* A selects (or deselects) all | |||
##* Click “Remove Doubles” from left tool bar or choose Mesh > Vertex > Remove Doubles | |||
##:[[File:Coh print 5.png|500px]] | |||
##Recalculate normals outside | |||
##* Ctrl-N or Mesh > Normals > Recalculate Outside | |||
##:[[File:Coh print 6.png|500px]] | |||
#Add subdivision surface modifier | |||
#* Tab to toggle out of Edit mode | |||
#* Click wrench icon in Properties window in right to bring up modifiers | |||
#:[[File:Coh print 7.png|500px]] | |||
#* Click Add Modifier and choose Subdivision surface | |||
#:[[File:Coh print 8.png|500px]] | |||
#* Set to Catmull-Clark method with 3 subdivisions for View and Render | |||
#:[[File:Coh print 9.png|500px]] | |||
#Clean up any special geometry | |||
##If planning to use color or displacement textures, do not add or remove vertices, edges nor faces. | |||
##Edged Parts (example: glove fin, belt ampules) | |||
##* Toggle into Edit mode | |||
##* Chose Edge-select at bottom | |||
##:[[File:Coh print 10.png|500px]] | |||
##* Right click the edge in question, Shift-right click to select multiple. Currently active selected edge will be in white, other selected edges will be in orange. | |||
##:[[File:Coh print 11.png|500px]] | |||
##* Shift-E or Mesh > Edges > Edge Crease to set edge crease. Creases can be set between 0 (no crease) to 1 (hard edge). I find .25, .5 and .75 the most useful. Edges will get darker and then more and more magenta as their crease value increases. | |||
##:[[File:Coh print 12.png|500px]] | |||
##:[[File:Coh print 13.png|500px]] | |||
##* The same technique can be used to decrease the thinning caused by subdivision surface | |||
##:[[File:Coh print 14.png|500px]] | |||
##Single-plane pieces (example: visor) | |||
##* Select the single plane piece. | |||
##* Ctrl-L will select all connected vertices to the currently highlighted ones | |||
##* P > Selection will split off selected vertices into their own object | |||
##:[[File:Coh print 15.png|500px]] | |||
##* On the new object, set a Solidify modifier. | |||
##:[[File:Coh print 16.png|500px]] | |||
##*Edge creases can be used to add additional embellishments | |||
##:[[File:Coh print 17.png|500px]] | |||
##Skirts | |||
##* These often have an inner layer of vertices that cause issues for subdivision surfaces. | |||
##* Split out skirts and capes as their own objects using P > Selection, make them a single surface and then add a solidify modifier | |||
##:[[File:Coh print 18.png|500px]] | |||
##Transparent textures (ex: Ghost Widow hair, tattered cape) [WIP] | |||
#Address obvious geometry issues | |||
#*Belt ampules - these didn’t intersect with the belt after subdivision surface | |||
#:[[File:Coh print 19.png|500px]] | |||
#*I made them thicker by selecting the edge loops (the magenta ones), setting pivot point to Individual Origins and making then using S (scale). | |||
#Scale objects | |||
#* In object mode, select all and apply Location, Rotation and Scale | |||
#:[[File:Coh print 20.png|500px]] | |||
#* S for scale to appropriate factor (x15.24 will scale OBJ in feet to 1:20 scale in mm) | |||
#* Apply Location, Rotation and Scale again | |||
#* Verify all your solidifies are at a thickness of material's minimum or greater wall thickness (0.3 for frosted ultra detail, 0.7 for strong & flexible plastic, 2 for sandstone) | |||
#:[[File:Coh print 21.png|500px]] | |||
#Save file | |||
#Export to X3D | |||
#Repair mesh - I use netfabb for this | |||
#:[[File:Coh print 22.png|500px]] | |||
#Upload to the 3D print provider of your choice (I use Shapeways) | |||
#:[[File:Coh print 23.png|500px]] | |||
#Check for thin places | |||
#:[[File:Coh print 24.png|500px]] | |||
#Correct thin places | |||
#*Thin walls | |||
#:[[File:Coh print 25.png|500px]] | |||
#*Thin pointy tips | |||
#:[[File:Coh print 26.png|500px]] | |||
#*Thin organic shapes | |||
#:[[File:Coh print 27.png|500px]] | |||
#Options: for WRL or MAX files | |||
##Add color textures | |||
##*Save base TIFs as color / diffuse maps in PNG format | |||
##*Fix smears or other mapping issues | |||
##Add displacement textures | |||
##*Add color first | |||
##*Save alpha layer of bump TIFs as displacement maps in PNG format | |||
##*Add simple subdivision surface modifier | |||
##*Add displacemet modifier | |||
#Options: Rig & Pose | |||
#*Apply Rigify rig: https://www.youtube.com/watch?v=dYiAd_08-0k | |||
#*Pose | |||
#Options: Hollow model | |||
##Save as solid original | |||
##Save as hollowed / shell copy | |||
##Export | |||
##*If using displacement maps, remove second (simple) subdivision surface modifier | |||
##Calculate shell with netfabb | |||
###Set Accuracy based on size of model and what memory will support - 0.4 mm is an OK starting point | |||
###Set Shell thickness to Accuracy + material’s minimum wall thickness | |||
###Set Smoothen result to false | |||
###:[[File:Coh print 28.png|500px]] | |||
###Import shell to Blender | |||
###Add escape holes | |||
###Set up hollowed model | |||
###Export and upload to your 3D print provider |
Latest revision as of 10:02, 6 February 2020
- Export scene to .obj format per https://www.cohtitan.com/forum/index.php/topic,4947.0.html
- Import file to Blender
- Delete everything but costume
- Z toggles wireframe view
- Numpad 5 toggles between perspective and orthogonal view
- Numpad 7 changes to top view
- Shift-B allows for box selection
- Ctrl-I selects inverse
- X deletes
- Be sure to delete chest emblems and aura objects
- Position costume upright and at the origin
- Numpad 1 moves to front view
- Numpad 3 moves to right view
- A selects (or deselects) all
- Object > Transform > Origin to Geometry moves each selected object’s origin to its center - do this for all parts
- G grabs (moves)
- R rotates
- Use X, Y or Z button after G or R to limit movement to one axis
- Clean up costume
- Remove double vertices
- Tab key toggles Edit mode
- A selects (or deselects) all
- Click “Remove Doubles” from left tool bar or choose Mesh > Vertex > Remove Doubles
- Recalculate normals outside
- Ctrl-N or Mesh > Normals > Recalculate Outside
- Remove double vertices
- Add subdivision surface modifier
- Tab to toggle out of Edit mode
- Click wrench icon in Properties window in right to bring up modifiers
- Click Add Modifier and choose Subdivision surface
- Set to Catmull-Clark method with 3 subdivisions for View and Render
- Clean up any special geometry
- If planning to use color or displacement textures, do not add or remove vertices, edges nor faces.
- Edged Parts (example: glove fin, belt ampules)
- Toggle into Edit mode
- Chose Edge-select at bottom
- Right click the edge in question, Shift-right click to select multiple. Currently active selected edge will be in white, other selected edges will be in orange.
- Shift-E or Mesh > Edges > Edge Crease to set edge crease. Creases can be set between 0 (no crease) to 1 (hard edge). I find .25, .5 and .75 the most useful. Edges will get darker and then more and more magenta as their crease value increases.
- The same technique can be used to decrease the thinning caused by subdivision surface
- Single-plane pieces (example: visor)
- Select the single plane piece.
- Ctrl-L will select all connected vertices to the currently highlighted ones
- P > Selection will split off selected vertices into their own object
- On the new object, set a Solidify modifier.
- Edge creases can be used to add additional embellishments
- Skirts
- These often have an inner layer of vertices that cause issues for subdivision surfaces.
- Split out skirts and capes as their own objects using P > Selection, make them a single surface and then add a solidify modifier
- Transparent textures (ex: Ghost Widow hair, tattered cape) [WIP]
- Address obvious geometry issues
- Belt ampules - these didn’t intersect with the belt after subdivision surface
- I made them thicker by selecting the edge loops (the magenta ones), setting pivot point to Individual Origins and making then using S (scale).
- Scale objects
- In object mode, select all and apply Location, Rotation and Scale
- S for scale to appropriate factor (x15.24 will scale OBJ in feet to 1:20 scale in mm)
- Apply Location, Rotation and Scale again
- Verify all your solidifies are at a thickness of material's minimum or greater wall thickness (0.3 for frosted ultra detail, 0.7 for strong & flexible plastic, 2 for sandstone)
- Save file
- Export to X3D
- Repair mesh - I use netfabb for this
- Upload to the 3D print provider of your choice (I use Shapeways)
- Check for thin places
- Correct thin places
- Thin walls
- Thin pointy tips
- Thin organic shapes
- Options: for WRL or MAX files
- Add color textures
- Save base TIFs as color / diffuse maps in PNG format
- Fix smears or other mapping issues
- Add displacement textures
- Add color first
- Save alpha layer of bump TIFs as displacement maps in PNG format
- Add simple subdivision surface modifier
- Add displacemet modifier
- Add color textures
- Options: Rig & Pose
- Apply Rigify rig: https://www.youtube.com/watch?v=dYiAd_08-0k
- Pose
- Options: Hollow model
- Save as solid original
- Save as hollowed / shell copy
- Export
- If using displacement maps, remove second (simple) subdivision surface modifier
- Calculate shell with netfabb
- Set Accuracy based on size of model and what memory will support - 0.4 mm is an OK starting point
- Set Shell thickness to Accuracy + material’s minimum wall thickness
- Set Smoothen result to false
- Import shell to Blender
- Add escape holes
- Set up hollowed model
- Export and upload to your 3D print provider