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STL Workflow ideas?

#1 User is offline   Warren Icon

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Posted 15 January 2010 - 10:19 AM

Hello All,

I'm looking for a workflow which would help me place intricate detail onto STL files for output to a RP machine.

I'm presently using voxels to create overall shapes that I would then like to be able to apply 2d / photoshop based images to. Like an engraving detail.

I havent really touched the other parts of 3DC apart from the voxels and would appreciate any ideas or pointers to tutorials.

Could I create a basic geometric shape in voxels and then paint my 'engraving' on the unwrapped 2d surface and then apply back to the voxels to create my high detail STL mesh combining the basic geometric mesh and 'engraving' detail?

Thanks

Warren
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#2 User is offline   Andrew Shpagin Icon

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Posted 15 January 2010 - 10:31 AM

I can suppose this workflow:
- make sculpt in voxels
- retopo and drop to microvertex painting
- paint
- export from File menu high-poly objects

Btw - does STL export works well for your purposes? I had complains that STL export from 3DC is not always accepted by other programs.
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#3 User is offline   Warren Icon

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Posted 15 January 2010 - 10:52 AM

Hi Andrew

Thanks for the ideas, I shall try now.

I've been following Colwax and his STL adventures ( http://www.3d-coat.c...ax&fromsearch=1 ).

I havent really got that far just yet but will let you know if I find any problems.

Warren
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#4 User is offline   Warren Icon

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Posted 15 January 2010 - 11:24 AM

Just working through your suggestions and have a couple of queries....

- make sculpt in voxels
OK - the easy bit for me ;)

- retopo and drop to microvertex painting
Is Microvertex the same as right-click on 'Quad for per pixel painting?'

- paint
OK - add some detailing on which layer?

- export from File menu high-poly objects
Only low and mid res are available from options?

btw I have used all these steps using the default settings in PC 3.1.23
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#5 User is offline   Colwax Icon

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Posted 15 January 2010 - 11:51 AM

Hi Warren,

Good to see you're also here.

I'm staying on the most stable release 3.1.15 because I'm still so new to using this kind of software.
Once I've got a better idea of how things are supposed to work then I'll update.
Looking forward to hearing from the more experienced users as to what's a good workflow to doing this.

regards Colwax
Windows XP x64 | Intel Core 2 Duo E8400 @ 3.0GHz | 8GB RAM | Nvidia GeForce 9800GT 1GB
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#6 User is offline   Warren Icon

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Posted 15 January 2010 - 05:12 PM

Hi Colwax

Not seeming to have much luck with this particular method. Quading the mesh into paint from voxels as a decent mesh takes forever on a i7 3.2ghz 12 gig system if at all. And then when it is there the quality has dropped so much its unusable.

Has anyone worked out how to use 2d images as deformation on the UVs from with PS layers yet?

Are we trying to do something that 3dc is not capable of?
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#7 User is offline   Andrew Shpagin Icon

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Posted 15 January 2010 - 05:57 PM

You need
VoxTree->RMB->Quadrangulate and paint
then paint
then File->Export->Export high poly mesh

Only OBJ is supported there, but I can add STL there too if need.
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#8 User is offline   Taros Icon

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Posted 15 January 2010 - 07:17 PM

View PostAndrew Shpagin, on 15 January 2010 - 06:57 PM, said:

You need
VoxTree->RMB->Quadrangulate and paint
then paint
then File->Export->Export high poly mesh

Only OBJ is supported there, but I can add STL there too if need.

STL export was asked here in germany too. So if possible implement STL export, please.

By the way: The manual says, there is a .stl export in the retopo area? I did't found it.

Best wishes
Chris
My sculpting experiments on 3D Coat.com ----> Wanna see...

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#9 User is offline   Andrew Shpagin Icon

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Posted 15 January 2010 - 07:25 PM

View PostTaros, on 15 January 2010 - 09:17 PM, said:

STL export was asked here in germany too. So if possible implement STL export, please.

By the way: The manual says, there is a .stl export in the retopo area? I did't found it.

Best wishes
Chris

STL is supported everywhere except this one File->Export high poly mesh.
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#10 User is offline   Taros Icon

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Posted 16 January 2010 - 01:08 PM

View PostAndrew Shpagin, on 15 January 2010 - 08:25 PM, said:

STL is supported everywhere except this one File->Export high poly mesh.

Oh no! You are so right. I forgot to use the pulldown menu for choosing the file format... I am really sorry! :blink: :blush:
My sculpting experiments on 3D Coat.com ----> Wanna see...

Freelance CG Artist - Germany and international ----> www.grafikbuero-werner.de

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German speaking CG Workshops - www.lernfaktor.de
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#11 User is offline   Warren Icon

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Posted 16 January 2010 - 11:20 PM

View PostAndrew Shpagin, on 15 January 2010 - 05:57 PM, said:

You need
VoxTree->RMB->Quadrangulate and paint
then paint
then File->Export->Export high poly mesh

Only OBJ is supported there, but I can add STL there too if need.


Not much point having an output if the input cannot be created to a professional level is there?
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#12 User is offline   Andrew Shpagin Icon

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Posted 17 January 2010 - 12:50 PM

View PostWarren, on 17 January 2010 - 01:20 AM, said:

Not much point having an output if the input cannot be created to a professional level is there?

Whay can't it be created to professional level? Level depends mostly on you.
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#13 User is offline   Warren Icon

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Posted 19 January 2010 - 08:24 AM

View PostAndrew Shpagin, on 17 January 2010 - 12:50 PM, said:

Whay can't it be created to professional level? Level depends mostly on you.


LIke I've mentioned previously, the workflow you described only works for highly smoothed surfaces without crashing and I've noticed it only uses 1 core (i have no way of monitoring CUDA usage).

The work I am trying produce relies on crisp edges with no holes in the mesh. If there is a way to produce this could you let me, and everyone else, in on the secret?

I find the potential of 3DC fascinating but using it in a production role at the moment is unthinkable. I understand that this maybe down to my understanding of 3DC and thats why I've asked for any insights on the forum.
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#14 User is offline   Warren Icon

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Posted 21 January 2010 - 08:18 AM

Quote

I have been experimenting lately and with a lot of help from the people on this forum was able to get somewhere with Voxels and a bit of detail, but in the end I went to Zbrush for the finer work. I am not sure yet if 3DC can get that same level of detail without artifacts, but for sure I find it a lot easier to do in Zbrush. However, if you are just painting for displacement, and not actually sculpting it in, then 3DC is the way to go because the painting tools are much better than in Zbrush (althought ZB is much faster/more responsive in the viewport so it can be faster for laying in base-coats).

Just my POV, but I have not had a ton of time to spend figuring out how to use all of 3DC's various ways of sculpting ;)


Looks like its not just my professional level then ;) Some base generic workflows would be very handy to start with if detail is achievable. If not, are 3DC aware of this limitation and if so will it be addressed in future releases?
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#15 User is offline   Warren Icon

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Posted 22 January 2010 - 12:13 PM

oh what a friendly forum...
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#16 User is offline   Ghostdog Icon

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Posted 22 January 2010 - 12:46 PM

http://www.3d-coat.c...indpost&p=32684
http://www.3d-coat.c...indpost&p=26562
http://www.3d-coat.c...indpost&p=33721

Hi Warren, some of us have made a few posts about 3DCoat and 3d printing via Shapeways.com
I'm not sure if your requirements differ.

You did receive a reply to your original post from the software author within 15mins of posting. You're right, this is a friendly forum.

Cheers & good luck,

Robbie
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#17 User is offline   Warren Icon

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Posted 22 January 2010 - 03:42 PM

Thanks for the reply robbie..

I had read through your posts and it was one of the reasons I bought into 3d-Coat because of the active development and forum.

And the possibilities are fantastic but as far as trying to gain a little insight into how I can create a generic production workflow for prototyping... it either seems its not possible with the software (i've personally spent a good few days trying different combinations of quading from voxel to paint without much success), nobodies figured it out or done it yet or theres no forum sharing or...

Whichever it is it's not working for me at the mo....
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#18 User is offline   artman Icon

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Posted 22 January 2010 - 04:44 PM

View PostWarren, on 21 January 2010 - 08:18 AM, said:

(Im jsut talking about details issue here,not prototyping workflow)

Looks like its not just my professional level then ;) Some base generic workflows would be very handy to start with if detail is achievable. If not, are 3DC aware of this limitation and if so will it be addressed in future releases?

I dont understand what is 3DCoat problem with details.
Look at Tree321's Ostrich,its Zb pro level work(by pro I mean professional, not godlike)
and it has been made with much older 3DCoat version.
Attached Image
Im currently working on some between 20-40millions polys multi-subobjects hires gamemodels
and microvertex baking works very well if I dont use automatic UVs.
And Perpixel baking works perfect even with automapping.(not good aproach for prototyping tough)
I have a torso for example which is 17million polys of even topology (which means maybe around 10 million of uneven topo in Zb)
And the brushes works above 60 fps and detailing is as easy as MB or ZB.
I can overpinch areas and add microdetails with alphas and they dont get distorted when I lay them on the said areas because topology is always even
...and no artifacts problem anymore either.
I dont have a crazy machine,just a first gen quad with a gtx280 and 6gig of ram....


About prototyping:
Why not doing your engraving directly in voxels?
There are alot of way to engrave 2d / photoshop based images to a voxel sculpt.
You can use Masks or Stamp mode with Absolute Brush in surface mode.
You got a better machine than me. :)
How much polys is your sculpt anyway?
Lest limbs be reddened and rent--I spring the trap that is set--As I loose the snare you may glimpse me there--For surely you shall forget
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#19 User is offline   Ghostdog Icon

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Posted 22 January 2010 - 11:31 PM

View PostWarren, on 23 January 2010 - 01:42 AM, said:

Thanks for the reply robbie..

I had read through your posts and it was one of the reasons I bought into 3d-Coat because of the active development and forum.

And the possibilities are fantastic but as far as trying to gain a little insight into how I can create a generic production workflow for prototyping... it either seems its not possible with the software (i've personally spent a good few days trying different combinations of quading from voxel to paint without much success), nobodies figured it out or done it yet or theres no forum sharing or...

Whichever it is it's not working for me at the mo....


I had the most success by ignoring 3DC's native STL export and working with .OBJ instead. I knew I would be taking the model into Blender (just to use the very handy script that runs & calculates your models cost. awesome!)

Quads & density etc: I have probably spent much more time experimenting with the quadrangulation & optimize-on-export tools than I'd care to admit. Unfortunately it's difficult to give tips on as it is completely dependent on your needs.

Also it helps to know the limitations of the rapid-prototype base material used. My two tests used a 2mm minimum thickness, so every shape & curve had to be within tolerants just to ensure strength. My tests aren't good for showing off detail but if you search for Jake's Scrimshaw skull you'll see a brilliant little sculpt!

It seems a pity to say that so far most of our experiences are trial and error based, but if that journey still gets you to the destination, so be it :)
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