mrsparky opened this issue on Jan 09, 2008 · 31 posts
mrsparky posted Wed, 09 January 2008 at 6:21 PM
As part of a model I make a boolean object using 2 imported .OBJ shapes to act as a door way.
I make another boolean object as well using 2 cubes within Carrea, nothing imported.
As the 3 images show - the export looks OK in deep exploration.
In Vue 4 one of them is iffy. In Poser it's even worse, both bollean objects are clearly screwed up.
mrsparky posted Wed, 09 January 2008 at 6:21 PM
mrsparky posted Wed, 09 January 2008 at 6:22 PM
As you can see from the image. For an object I create a new shader, set the colour then name that shader. Yet when exported and loaded into UVmapper the material/shader name is changed or not present. Often if that shape is imported into carrera,then shaded and exported the material/shader name will revert to the original material name that the object had.
So the question is are there any solutions to these within carrera ?
bwtr posted Wed, 09 January 2008 at 6:55 PM
Someone has to reply! Most long term Carrara users would ask why in the world would you take anything back to Poser?
Most of us use Poser as a sometimes resource for Carrara not the other way around! (You will agree in time!)
Anyway, basic rule, other than in a Nurbs type modelling programme, Booleans are allways iffy.
Whenever possible avoid booleans. There are other ways to make things.
Unforunately its just one of those things with non Nurbs apps.
(Though I have been known to be wrong!)
Have fun, Carrara5 is a great 3D app.
bwtr
dvlenk6 posted Wed, 09 January 2008 at 9:21 PM
For the booleans, it looks like a mesh triangulation problem.
Check the mesh before exporting to make sure that there are lines connecting the vertices between corners. Like around that doorway and on the front of the doorframe.
Basically, check that the mesh is made up entirely of either quads or triangles.
Friends don't let friends use booleans.
ShawnDriscoll posted Wed, 09 January 2008 at 10:00 PM
Poser doesn't like polygons with more than 4 sides. Nice modeling though.
bwtr posted Wed, 09 January 2008 at 11:12 PM
If you PM me I have a similar .obj file created in a Nerbs app (MoI) which you may like to look at to compare the quality.
bwtr
bwtr posted Wed, 09 January 2008 at 11:54 PM
bwtr
ShawnDriscoll posted Thu, 10 January 2008 at 12:24 AM
Quote - This shows the construction in MoI. No booleans were even involved though the same clean end result would come from that way.
Hope of interest.
Now show us the wireframe of its OBJ export.
bwtr posted Thu, 10 January 2008 at 1:10 AM
bwtr
ShawnDriscoll posted Thu, 10 January 2008 at 1:33 AM
No. I see n-gons galore. Poser would hate this object.
bwtr posted Thu, 10 January 2008 at 1:47 AM
bwtr
ShawnDriscoll posted Thu, 10 January 2008 at 1:51 AM
Not a particularly clean mesh. But Poser safe.
bwtr posted Thu, 10 January 2008 at 2:06 AM
bwtr
mrsparky posted Thu, 10 January 2008 at 6:39 AM
Seriously though - I'm planning on using carrera to make some sci-fi sets for use in poser.
I'm not a modeller and Carrera so far seems like a nice easy programme to use make stuff with.
So is Carrara is a nurbs modeller then ?
dvlenk6 -
"Check the mesh before exporting to make sure that there are lines connecting the vertices between corners. Like around that doorway and on the front of the doorframe.
Basically, check that the mesh is made up entirely of either quads or triangles."
So is it possible to fix this this in carrera ?
I see in one of the menus (the vertex editor?) you can convert a shape to facets or primitives.
Shonner - *"Nice modeling though"
*Thanks - as you can see from the screenshot [this is in poser and after being carefully remapped in UVmapper] so far the rest of it has worked really well - no bollean objects :) * *
dvlenk6 posted Thu, 10 January 2008 at 7:32 AM
Quote - dvlenk6 -
*"Check the mesh before exporting to make sure that there are lines connecting the vertices between corners. Like around that doorway and on the front of the doorframe.
Basically, check that the mesh is made up entirely of either quads or triangles."*So is it possible to fix this this in carrera ?
I see in one of the menus (the vertex editor?) you can convert a shape to facets or primitives.
You could try 'model' -> 'triangulate n-gons' in the vertex modeler. It will make all the n-gons into tri sets. I prefer quads myself, but tris are much better than n-gons...
Friends don't let friends use booleans.
bwtr posted Thu, 10 January 2008 at 8:41 AM
mrsparky
My Nurbs modelling was done in the MoI programme.
Like your work.
bwtr
mrsparky posted Thu, 10 January 2008 at 3:41 PM
bwtr - *My Nurbs modelling was done in the MoI programme.
*where do you get that from ? I've never heard of it
*Like your work.
*Thanks - I'm new to modelling but give me some time and I'll be bashing a few freebies out!
bwtr posted Thu, 10 January 2008 at 6:29 PM
It's still a free Beta version but, really, its the best thing since sliced bread!
Study all the tute movies that are available from the Wikki.
What a team when combined with the Carrara Vertex Room!
bwtr
ShawnDriscoll posted Thu, 10 January 2008 at 9:07 PM
ShawnDriscoll posted Thu, 10 January 2008 at 9:08 PM
P.S. I used a NURBS boolean.
dvlenk6 posted Thu, 10 January 2008 at 10:00 PM
Polygon models are best for Poser, like Shonner's there. Poser needs quads or tris.
You also have to either bevel 'hard' (sharp) edges, or detach faces (break verts in UV mapper); else the autosmoothing will shade them to look like they are rounded. Poser 6 and after has a means to alter the smoothing; but earlier versions can't do that. Detached faces is a lot lower poly count; but the edges are razor sharp, bevels (or chamfers) give a nicer rounded edge that shows specularities better.
EDIT - bevels and chamfers give you more edge polys to work with for making 'dinged up' morph targets, or simply hard modeling the dings into the base model.
Friends don't let friends use booleans.
ShawnDriscoll posted Thu, 10 January 2008 at 11:29 PM
bwtr posted Fri, 11 January 2008 at 3:14 AM
bwtr
AndyCLon posted Fri, 11 January 2008 at 10:13 AM
Quote - dvlenk6 - *"'model' -> 'triangulate n-gons'" -
As the image shows - sadly not - tried some of the other options - not much joy either.
I believe you can use the crease functionality on the new vertexes to resolve this.
ShawnDriscoll posted Fri, 11 January 2008 at 5:21 PM
Does Poser have creasing? I know Vue 6 will retain imported Carrara creases.
mrsparky posted Fri, 11 January 2008 at 7:40 PM
*"Does Poser have creasing? "
*Dunno - but its worth a try. How do you do this in carrea.
So far I've just stripped out the bits with bolleans from the model I'm working on and put it down to ones of those weeks where technology doesn't just fail randomly it goes out of it's way to annoy you :) LOL
ShawnDriscoll posted Fri, 11 January 2008 at 8:18 PM
In Carrara's Vertex Modeling Room you select some edges on your object and tell Carrara (from the Model Menu) whether to crease all the edges you selected or just the ones you selected that are above a specified angle. This lets Carrara know not to allow smoothing of those edges whenever the object is subdivided.
I just did a test and Poser 6 ignores any creases on imported objects (OBJ format was used) from Carrara Pro 5.
mrsparky posted Sat, 12 January 2008 at 4:30 PM
Thanks for your help here everyone. I plan to use Carrea for the bulk of the work and will find something else to model bolleans if the model needs it.
dadt posted Sun, 13 January 2008 at 5:56 AM
nomuse posted Wed, 16 January 2008 at 3:04 PM
To clarify on the question above; Poser doesn't have "creasing" in the same way Carrara does. In Carrara, you can pick any line to be creased. In Poser, you pick an angle; anything sharper than that angle will be creased.
By the way, detaching faces creates the same number of vertices as micro-beveling does. The number of faces changes, though! I happen to prefer the look of the micro-bevel. And they are vastly superior for anything you might need to bend, warp, morph, or otherwise animate.