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LowPoly Decimation when exporting from CC
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[quote][b][/b] wrote: Thanks for all the help with this people. I've spent a long time crunching away at this after watching the video posted by [b]cristian_emz[/b]. I (think) I've managed to fix it today (in Blender) using [b]Robo's original suggestion[/b]. In older versions, I was used to simply clicking "shade smooth" button to smooth the model, but in the newer versions of bender, this doesn't seem to work as intended; instead you now have to click the model, click the "object data properties", click "Normals", uncheck "auto-smooth", then select "object mode", then click "object", then click "shade-smooth". It will then smooth the model as expected. Not sure why - but if I don't do this first, the model will remain jagged when I click "shade smooth" in blender. Thanks [b]just_in_case[/b] You're completely correct as usual, it's Coppercubes "obj" exporter I'm using, then it's getting converted to FBX by mixamo. Coppercube does not have an FBX exporter, I got confused and made a mistake. To reiterate - if I just use mixamo directly with the original model, it looks perfectly smooth when imported as fbx into coppercube - however, if I use coppercube's polygon editor first, then export as obj (to upload to mixamo) it looks trashed when I import back to coppercube as fbx. [b]just_in_case[/b] The model just looks completely flat (2D) without any lighting. It looks jagged with Static or dynamic lighting. Sure, I have no problem sharing any of my files. When it's completely finished, I had intended to share the model and all the textures with the community anyway: Here's a pack with the ccb file, the original model and the coppercube model.obj with the trashed shading - a 3rd model is starting to get trashed (even without it ever leaving the coppercube scene)...... [url]https://drive.google.com/file/d/1LK01C_INB2_-B8jsA_lhxYZx49bV4k1e/view?usp=sharing[/url] Still not too sure why it's losing the smoothing in coppercube - possibly because I'm changing the model geometry with the polygon editor by "creating mesh from selected - then merging that new mesh with the existing mesh it was cut from? The only reason I need to do edit the mesh at all is because when I try edit the models UV in coppercube polygon editor (to add a custom texture to the model) - whomever made the original model joined it together in such a way that there is a symmetry applied to the textures so I can't line them up with the model. I tried unwrapping the UV and editing the seams, even tried removing all seams and creating anew material for each section of the model. In the end, the only way i could fix it was to deconstruct and reconstruct the model inside coppercube itself - face-by-face, lol - so kudos to coppercube there. so, hopefully now, the new exported obj model from coppercube can be smoothed in blender and re-imported, then I'm back on track for making the costumes/skins for the characters and everything is sorted. Thank you all![/quote]
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