Modo Users - Looking for help with UV workflow and Export/Import
Hey,
I was looking for help from anyone using Modo as a tool for cleaning up models to reduce the poly count to get it into a game engine and also just to be able to clean a model up.
Cleaning up the model is not really my concern I dont believe but my problem seems to be with how the UV system works. I by no means am an expert in texturing 3d models and its something I need to better understand but I am hoping for some insight on how should I do my work here.
In my initial tests here are my steps.
- I export a OBJ file, with textures ( though I have not really used the textures in modo)
- Import the OBJ file in modo
- I create a separate mesh for the low ploy edits
- I trace out a floor and wall of my model as a flat surface
- I cut away the high poly verticies from the high poly export mesh
Now this is where I am unsure (at least I think)
- I need to recreate UV's in Modo, I use atlas 2 and click on the UV plane, a new UV map shows up
- I create a UV map of the low poly model as well using unwrap
- I export the new OBJ file combining both meshes.
It seems like I can import something like this in RC and it looks fine.
But the problem is now when I try to texture, RC crashes.
If I unwrap this new model in RC and create a texture it does work but the textures for the new area is not as clear or it just looks really bad in comparison to the other parts of the mesh.
Am I doing something wrong in Modo? For this type of process do I need to use the UV's from Modo to retexture?
For any Modo Gurus out there would appreciate a little guidance. Thx (Also any Valve guys, thank you so much for your tutorial!)
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Hi Mike,
I think for the main bulk of your question you might be better off in the Modo forum! :-)
Why RC crashes when you use the external unwrap can be caused by many factors, I'm afraid I can't help you there.
But the reason why RCs textures are worse on the simplified model is probably caused by the difference in geometry from the original mesh to the plain surfaces you created. If you imagine a wavy surface being projected from several directions (individual images) onto a flat surface, there are bound to be errors. It very likely is caused by the fact that the reprojections end up on a different spot from each image, so that is seems blurry when all are combined (which is what RC does). You will probably really need to use external tools for selective reprojections to get the results you need.
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Hey!
Been a modo user for a few years (2.5 or so) and had a bunch of issues of my own between RC and Modo.
My first question is why do you atlas map it? Since you want to maximize your texture space, probably a manual unwrap would make more sense.
The main question, and the part I don't really follow from your description is this:
- I export the new OBJ file combining both meshes.
Why would you combine two meshes? The way I understand it is you export your original mesh, you retopo it, uv it, project back the details on the retopoed mesh (therefor, this mesh is expected to contain approximately the same amount of triangles) and that is the one you import in RC to texture it. In this way, when you go back to the lowest subdivision, you can still keep your uvs and therefor the texture that RC gave you.
My guess, from what I understood, is that you are importing two meshes, so I think this is where RC has a problem in projecting back the texture.
Please let me know if I misunderstood something or if I should clarify more anything from what I said!
Cheers!
Dan
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Much appreciation on the advice!
I have no idea why I combined both in Modo, I am still experimenting as a newbie, I have tried using two meshes and combining both. I was using Valves Example where they had a low poly mesh and a high poly reference that they would cut out. https://developer.valvesoftware.com/wiki/Destinations/Advanced_Indoors_Photogrammetry
The one thing that is missing on that webpage is exactly how to handle textures and UVs between both software.
In the website they say "I generated some quick atlased UVs for it and assigned a new material."
I really do not know the best way to do this, do I generate quick atlased UV's for both the low and high poly meshes? then how to I combine them like in the example? Also how do I assign new material to it? and why would I do this in Modo and not just RC?
Here is the issue with the textures.. As you can see they start doing weird things.. and the bottom also does not align well granted I have only a test sample
Thanks!
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