Announcements, requests and support regarding the Blender Indigo export script
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OnoSendai

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by OnoSendai » Fri Jun 06, 2008 3:02 am
it's definitely non-trivial

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Kram1032
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by Kram1032 » Fri Jun 06, 2008 3:49 am
@aleksandera:
ALWAYS EVER UNDER ANY CIRCUMSTANCES:
- Recalculate and triple check your normals (Ctrl+N)
and
- Apply Scale and Rotation (Ctrl+A)
On EVERY not-instanced non-duplicate mesh.

(And as you didn't use instancing, due to error, it counts to that group

)
You're welcome, Mister Neighbour

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aleksandera
- Posts: 380
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- Location: Slovenia
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by aleksandera » Fri Jun 06, 2008 4:23 am
What abaut the the displaced head I posted here?
Did anyone make some progress with that?
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johanjohan
- Posts: 43
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- Location: New Caledonia
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by johanjohan » Sat Jun 07, 2008 12:58 pm
hi
how to use .igm material with Blendigo?
thanks
Johan
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zsouthboy
- Posts: 1395
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by zsouthboy » Sat Jun 07, 2008 2:11 pm
aleksandera wrote:What abaut the the displaced head I posted here?
Did anyone make some progress with that?
I think that has something to do with the UV edges, I'll download and look at your model to see if it's what I'm experiencing...
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zsouthboy
- Posts: 1395
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by zsouthboy » Sat Jun 07, 2008 2:41 pm
Wow, that's some unwrapping job on the head.
And no, it doesn't match what i'm seeing. I have no ideas :/
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aleksandera
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by aleksandera » Sat Jun 07, 2008 8:41 pm
This is just Zbrush automatic unwarp.
What do you mean it doesn't match?
Does it show the same problems I had?
Does the mesh fall apart there where the UV seams are?
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ikodn
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by ikodn » Sat Jun 07, 2008 10:37 pm
SmartDen: Thanks for the work with the exporter

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zsouthboy
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by zsouthboy » Sun Jun 08, 2008 1:45 am
aleksandera wrote:This is just Zbrush automatic unwarp.
What do you mean it doesn't match?
Does it show the same problems I had?
Does the mesh fall apart there where the UV seams are?
Well the issue I'm seeing is that each "island" of my UV unwrap are getting ripped apart.
However, in your head's unwrap, every two triangles is an island!
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aleksandera
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by aleksandera » Sun Jun 08, 2008 10:05 pm
So Indigo displacement at that point the only thing
It can handle well are flat walls?
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BbB
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by BbB » Sun Jun 08, 2008 10:15 pm
Thanks for pointing this out Alex. I'm interested because I use ZBrush a lot and I was going to give it a spin together with displacement in 1.1.2.
I haven't done so yet but my suggestion would be to do a clean UV-unwrap in Blender working with seams instead of islands and to import this model in ZBrush. ZBrush will use the .obj's UV coordinates for sculpting, which should get rid of the problem. So perhaps better not to use UV-tiles or GUV-tiles in ZBrush for now...
If you've already destroyed your original UVs in ZBrush, just reimport the base mesh at the lowest division resolution and ZBrush will use this object's UVs instead.
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aleksandera
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by aleksandera » Sun Jun 08, 2008 10:56 pm
Theoretically the mesh will still fall apart at the back of the head
whre usuali the UV seams are. You can't work withaut them for shure.
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BbB
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by BbB » Sun Jun 08, 2008 10:59 pm
Yes but it wouldn't matter for stills shots, would it?
EDIT: Seams are nasty by definition, but you can try to hide them well...

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aleksandera
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by aleksandera » Mon Jun 09, 2008 12:01 am
I can handle seams quite well, It's yust Indigos limitation I don't like
at the moment. But this will be fixed sooner or later I gues.
However, have to try 64-bit now, maby this will satisfy my needs : )
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blendergat
- Posts: 34
- Joined: Tue Jul 24, 2007 8:22 am
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by blendergat » Mon Jun 09, 2008 5:01 am
thanks a lot! Without this exporters I would not be able to use Indigo
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