3DPrint: Difference between revisions

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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
# Export scene to .obj format per https://www.cohtitan.com/forum/index.php/topic,4947.0.html
# Import file to Blender
# Import file to Blender

Latest revision as of 10:02, 6 February 2020

File:Coh print warshade.jpg

  1. Export scene to .obj format per https://www.cohtitan.com/forum/index.php/topic,4947.0.html
  2. Import file to Blender
    File:Coh print 1.png
    File:Coh print 2.png
  3. 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
  4. 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
  5. Clean up costume
    1. 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
    2. Recalculate normals outside
      • Ctrl-N or Mesh > Normals > Recalculate Outside
      File:Coh print 6.png
  6. 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
    • Click Add Modifier and choose Subdivision surface
    File:Coh print 8.png
    • Set to Catmull-Clark method with 3 subdivisions for View and Render
    File:Coh print 9.png
  7. Clean up any special geometry
    1. If planning to use color or displacement textures, do not add or remove vertices, edges nor faces.
    2. Edged Parts (example: glove fin, belt ampules)
      • Toggle into Edit mode
      • Chose Edge-select at bottom
      File:Coh print 10.png
      • 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
      • 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
      File:Coh print 13.png
      • The same technique can be used to decrease the thinning caused by subdivision surface
      File:Coh print 14.png
    3. 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
      • On the new object, set a Solidify modifier.
      File:Coh print 16.png
      • Edge creases can be used to add additional embellishments
      File:Coh print 17.png
    4. 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
    5. Transparent textures (ex: Ghost Widow hair, tattered cape) [WIP]
  8. Address obvious geometry issues
    • Belt ampules - these didn’t intersect with the belt after subdivision surface
    File:Coh print 19.png
    • I made them thicker by selecting the edge loops (the magenta ones), setting pivot point to Individual Origins and making then using S (scale).
  9. Scale objects
    • In object mode, select all and apply Location, Rotation and Scale
    File:Coh print 20.png
    • 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
  10. Save file
  11. Export to X3D
  12. Repair mesh - I use netfabb for this
    File:Coh print 22.png
  13. Upload to the 3D print provider of your choice (I use Shapeways)
    File:Coh print 23.png
  14. Check for thin places
    File:Coh print 24.png
  15. Correct thin places
    • Thin walls
    File:Coh print 25.png
    • Thin pointy tips
    File:Coh print 26.png
    • Thin organic shapes
    File:Coh print 27.png
  16. Options: for WRL or MAX files
    1. Add color textures
      • Save base TIFs as color / diffuse maps in PNG format
      • Fix smears or other mapping issues
    2. 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
  17. Options: Rig & Pose
  18. Options: Hollow model
    1. Save as solid original
    2. Save as hollowed / shell copy
    3. Export
      • If using displacement maps, remove second (simple) subdivision surface modifier
    4. Calculate shell with netfabb
      1. Set Accuracy based on size of model and what memory will support - 0.4 mm is an OK starting point
      2. Set Shell thickness to Accuracy + material’s minimum wall thickness
      3. Set Smoothen result to false
        File:Coh print 28.png
      4. Import shell to Blender
      5. Add escape holes
      6. Set up hollowed model
      7. Export and upload to your 3D print provider