View Full Version : Workflow For Imported OBJ File
Kaiser_Sose 07-14-2003, 10:16 PM What is the general workflow required on an imported obj file from LW or an other program in order to get it ready for UVs, rendering, and animation in maya
What are the steps needed to get this single surface character ' mesh ' object read for the above
On a side note, in order for the faceted ' mesh ' to render smooth a Polygon > Smooth is required ... probably lots of other things bit I do not know :D
If someone could please help me, thanks
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Kaiser_Sose
07-15-2003, 11:06 PM
:wavey:
dmcgrath
07-16-2003, 01:17 AM
I'm not really sure what you need to know. Other than what you already do. :shrug:
Importing an OBJ doesn't seem to cause any problems on the computers at my school. I have seen some of them come up with strange normals problems. Even when rendered they sometimes came up black. But this always went away after a single smoothing operation.
Basically what I have been taught for any modeling operation is:
- To make each "face" planar.
- To have all of the normals pointing outward correctly.
- Quads, Quads, and Quads.
- Smooth if you want it, of course.
But beyond that, what else do you need?
I have made models at home using Wings3D and imported thme into Maya as objs. Never had any problem yet. (Except that my Wings modeling is bad)
Atwooki
07-16-2003, 01:33 AM
You might want to try:
Polygons ---> seperate, and then re-map the UV's on the 'uncombined' objects....
Alternatively, if you have textures, (from LW for instance), just reimporting them via the file node in the shading group from scratch usually does the trick. ;)
Atwooki
Kaiser_Sose
07-16-2003, 02:50 AM
Would I use seperate or extract on the single ' mesh ' to get the surface into sections for UV maping in maya
When I bring in the obj it comes in pretty heavy so when I just put a simple skeleton for example, and smooth bnd it to the mesh the performance is not to good
I tried using mayas reduction tool but it does not seem to work well on the obj
Atwooki
07-16-2003, 08:51 AM
Yes,from the single mesh;
if its VERY dense, try the 'Progressive Mesh' plugin, it's better at poly-reduction than Maya's, but perhaps you'd be better off followong the form of your model to create a simple 'wrap' to deform your model, remembering if it's an organic form, to put at least 5 loops where all the major joints would bend.
Good Luck!
Atwooki
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