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CC to ZBrush to 3DXChange..OBJ replace mesh problems

Posted By television_99 7 Years Ago
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television_99
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This post is about figuring out the difference between a CC, mostly quad, OBJ that is converted to tris.....and.... a 3DXchange which is all tris from the beginning. Only the originally 3DXchange exported tri OBJ can "Replace Mesh" in 3DXchange even though they have the same exact # of points and appear to have the same layout, and BOTH are all tris.

I exported an human character OBJ (mostly quads) from CC-----CC allows mostly quad exports,unlike my experience with 3DXchange which exports triangles
I then imported the OBJ into ZBrush, converted, then exported it as Tris instead of quads. It has the exact  same number of activepoints/totalpoints as a tri model exported from 3DXchange.
Yet, only the originally tri OBJ from 3DXchange can "Replace Mesh" without extreme distortion

What could be the difference between 2 OBJs of the exact same model, both all tris, same exact 10,774 points, and appear to have the exact same layout?




vidi
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triangulate will break the vertex order
vertex order is the construct how can read the computer the mesh . Every vertex has it own "label"
The same vertex count do not mean the vertex order is not changed 
The save way, to keep the vertex order in tact , do not a operation , like  remove oder add vertices ,  not mirror , triangulate,  no extrude ect.....  



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liebe Grüße vidi




Rampa
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Here is part 1 of Warlord's tutorial series on the subject. You'll see parts 2-4 in the related videos.
https://www.youtube.com/watch?v=xN-dQuXu6vM

television_99
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Thanks,Vidi, I'll have to look into copying vertex order from one model to another.

Thanks, Rampa.

I think I have a better way of doing things than the tutorials if I could somehow successfully "replace mesh" in 3DXchange with a quad model that has been converted to tris with the same exact everything including face count.
vidi
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vidi
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Here is part 1 of Warlord's tutorial series on the subject.

every mesh that pass 3D xchange will be  triangulate .Therefore  why more complicated than needed  ?

with  CC you have  the   ability to direct export character mesh to Obj file as quadmesh and  it is possible to "replaced" it with the create button .



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liebe Grüße vidi




television_99
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vidi (2/20/2017)
Here is part 1 of Warlord's tutorial series on the subject.

every mesh that pass 3D xchange will be  triangulate .Therefore  why more complicated than needed  ?

with  CC you have  the   ability to direct export character mesh to Obj file as quadmesh and  it is possible to "replaced" it with the create button .



Where is the "create button" in CC where I can replace a CC character with a quadmesh?

television_99
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Vidi, I see, you are talking about creating a morph slider in CC from a ZBrushed CC model. Good idea. I got it to work and am doing a few more tests.
vidi
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Replace mesh is nothing else as a morph  , so it is exactly the same,  only with different of term and workaround ..... and also more functionality in CC,  because  store morph as slider for eg.  mixing multiple morph targets.


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television_99
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It is so much smarter to:

1. Export mesh from CC as quads
2. alter in zbrush as quads
3. re-import altered quad obj back to CC as a morph
4. import normals in CC or 3dX that were made from the subvided quad mesh

All these tutorials that have people zbrushing tri meshes OR making normal maps based off of tri meshes are INSANE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 

Vidi, you have provided the answer. It is against what everyone else seems to do and teach....but it is the best way. You are right.


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7 Years Ago by television_99
animagic
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In defense to the insane people, this quad functionality was only fairly recently added to CC.


https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg




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