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
Line 33: Line 34:
#* Tab to toggle out of Edit mode
#* Tab to toggle out of Edit mode
#* Click wrench icon in Properties window in right to bring up modifiers
#* 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
#* 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
#* Set to Catmull-Clark method with 3 subdivisions for View and Render
 
#:[[File:Coh print 9.png|500px]]
Clean up any special geometry
#Clean up any special geometry
If planning to use color or displacement textures, do not add or remove vertices, edges nor faces.
##If planning to use color or displacement textures, do not add or remove vertices, edges nor faces.
Edged Parts (example: glove fin, belt ampules)
##Edged Parts (example: glove fin, belt ampules)
#* Toggle into Edit mode
##* Toggle into Edit mode
#* Chose Edge-select at bottom
##* 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.
##* 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.
##* 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
##* 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)
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 24.png|500px]]
Thin walls
#Correct thin places
 
#*Thin walls
Thin pointy tips
#:[[File:Coh print 25.png|500px]]
 
#*Thin pointy tips
Thin organic shapes
#:[[File:Coh print 26.png|500px]]
 
#*Thin organic shapes
Options for WRL or MAX files
#:[[File:Coh print 27.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 displaceme modifier
##*Add simple subdivision surface modifier
 
##*Add displacemet modifier
Rig & Pose
#Options: 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
#*Pose
Pose
#Options: Hollow model
Save as new file for posing
##Save as solid original
Hollow model
##Save as hollowed / shell copy
Save as solid original
##Export
Save as hollowed / shell copy
##*If using displacement maps, remove second (simple) subdivision surface modifier
Export
##Calculate shell with netfabb
If using displacement maps, remove second (simple) subdivision surface modifier
###Set Accuracy based on size of model and what memory will support - 0.4 mm is an OK starting point
Calculate shell
###Set Shell thickness to Accuracy + material’s minimum wall thickness
Set Accuracy based on size of model and what memory will support - 0.4 mm is an OK starting point
###Set Smoothen result to false
Set Shell thickness to Accuracy + material’s minimum wall thickness
###:[[File:Coh print 28.png|500px]]
Set Smoothen result to false
###Import shell to Blender
 
###Add escape holes
Import shell
###Set up hollowed model
Add escape holes
###Export and upload to your 3D print provider
Set up hollowed model
Export and upload to Shapeways

Latest revision as of 11:02, 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