3DPrint: Difference between revisions
From OuroDev
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##* Chose Edge-select at bottom | ##* Chose Edge-select at bottom | ||
##:[[File:Coh print 10.png|500px]] | ##:[[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. | ##* 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]] | ##:[[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. | ##* 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. | ||
Line 51: | Line 51: | ||
##* The same technique can be used to decrease the thinning caused by subdivision surface | ##* The same technique can be used to decrease the thinning caused by subdivision surface | ||
##:[[File:Coh print 14.png|500px]] | ##:[[File:Coh print 14.png|500px]] | ||
##Single-plane pieces (example: visor) | |||
Single-plane pieces (example: visor) | ##* Select the single plane piece. | ||
Select the single plane piece. | ##* Ctrl-L will select all connected vertices to the currently highlighted ones | ||
Ctrl-L will select all connected vertices to the currently highlighted ones | ##* P > Selection will split off selected vertices into their own object | ||
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. | |||
#* 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. | |||
Edge creases can be used to add additional embellishments | ##* 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]] | |||
Skirts | ##Transparent textures (ex: Ghost Widow hair, tattered cape) [WIP] | ||
#* These often have an inner layer of vertices that cause issues for subdivision surfaces. | #Address obvious geometry issues | ||
#* Split out skirts and capes as their own objects using P > Selection, make them a single surface and then add a solidify modifier | #*Belt ampules - these didn’t intersect with the belt after subdivision surface | ||
#:[[File:Coh print 19.png|500px]] | |||
Transparent textures (ex: Ghost Widow hair, tattered cape) | #*I made them thicker by selecting the edge loops (the magenta ones), setting pivot point to Individual Origins and making then using S (scale). | ||
Address obvious geometry issues | #Scale objects | ||
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 | #* 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) | #* 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 | #* 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) | #* 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 | ##:[[File:Coh print 21.png|500px]] | ||
Export to X3D | #Save file | ||
Repair mesh | #Export to X3D | ||
#Repair mesh - I use netfabb for this | |||
Upload to Shapeways | #:[[File:Coh print 22.png|500px]] | ||
#Upload to the 3D print provider of your choice (I use Shapeways) | |||
Check for thin places | #:[[File:Coh print 23.png|500px]] | ||
#Check for thin places | |||
Correct thin places | #:[[File:Coh print 23.png|500px]] | ||
Thin walls | #Correct thin places | ||
#*Thin walls | |||
Thin pointy tips | #:[[File:Coh print 24.png|500px]] | ||
#*Thin pointy tips | |||
Thin organic shapes | #:[[File:Coh print 25.png|500px]] | ||
#*Thin organic shapes | |||
Options for WRL or MAX files | #:[[File:Coh print 26.png|500px]] | ||
Add color textures | #Options for WRL or MAX files | ||
Save base TIFs as color / diffuse maps in PNG format | ##Add color textures | ||
Fix smears or other mapping issues | ##*Save base TIFs as color / diffuse maps in PNG format | ||
Add displacement textures | ##*Fix smears or other mapping issues | ||
Add color first | ##Add displacement textures | ||
Save alpha layer of bump TIFs as displacement maps in PNG format | ##*Add color first | ||
Add simple subdivision surface modifier | ##*Save alpha layer of bump TIFs as displacement maps in PNG format | ||
Add | ##*Add simple subdivision surface modifier | ||
##*Add displacemet modifier | |||
Rig & Pose | #Rig & Pose | ||
Apply Rigify rig: https://www.youtube.com/watch?v=dYiAd_08-0k | #*Apply Rigify rig: https://www.youtube.com/watch?v=dYiAd_08-0k | ||
Save to not-to-be-touched version | #*Save to not-to-be-touched version | ||
Pose | #*Pose | ||
#Hollow model | |||
Hollow model | ##Save as solid original | ||
Save as solid original | ##Save as hollowed / shell copy | ||
Save as hollowed / shell copy | ##Export | ||
Export | ##*If using displacement maps, remove second (simple) subdivision surface modifier | ||
If using displacement maps, remove second (simple) subdivision surface modifier | |||
Calculate shell | Calculate shell | ||
Set Accuracy based on size of model and what memory will support - 0.4 mm is an OK starting point | ##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 Shell thickness to Accuracy + material’s minimum wall thickness | ||
Set Smoothen result to false | ##Set Smoothen result to false | ||
##:[[File:Coh print 26.png|500px]] | |||
Import shell | ##Import shell | ||
Add escape holes | ##Add escape holes | ||
Set up hollowed model | ##Set up hollowed model | ||
Export and upload to | ##Export and upload to your 3D print provider |
Revision as of 20:35, 1 June 2019
- 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
- Rig & Pose
- Apply Rigify rig: https://www.youtube.com/watch?v=dYiAd_08-0k
- Save to not-to-be-touched version
- Pose
- Hollow model
- Save as solid original
- Save as hollowed / shell copy
- Export
- If using displacement maps, remove second (simple) subdivision surface modifier
Calculate shell
- 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
- Add escape holes
- Set up hollowed model
- Export and upload to your 3D print provider