![]() There are a few other workflows for scan mesh data but I am answering according to your question.Įdit: decimating and exporting out of 3DC or you could decimate the model in your capture software as well. If necessary you can decimate the model before exporting depending upon your needs. I would be surprised if Realit圜apture did not have the a feature like re-projection. ![]() This way I have a cleaned repaired model and a high resolution texture. Voxel mode vs surface mode is generally better for repairing scan mesh data.Įxport that model and then import into Photoscan re-projecting the original image data captured when taking the photos. I just import the mesh as a voxel object making sure I get a high enough resolution to capture all the details, not worried about the textures or uv set atm. When repairing scan mesh data, my work flow is a little different. ![]() I know lightwave supports the Ply format, hopefully supporting the vertex colors as well.Īgain I do not know the end use of your model so putting the below just in case. Sculpting, texture painting and vertex painting. Very simple to setup in Blender to get the vertex colors. Welcome to the manual for Blender, the free and open source 3D creation suite. I normally use the Ply format for exporting vertex colors as it does not add all the extra information in the file as fbx does. It appears you are using Lightwave, no knowledge of that program. Now in Blender cycles I delete the original fbx exported material and create a new material, then use the attribute node to hook in the vertex colors The vertex colors are exported in the FBX file. The idea of this plugin is based on Kevin MacPhail’s pmirror.p plugin released a few years back. That’s when this plugin comes in handy, quickly correcting those problems. There are still certain modeler tools that break symmetry or doesn’t respect the symmetry mode. Since you did not state the end result of your workflow I added the above information. SymmXMirror is a symmetry correction plugin for LightWave 3D. Unless your mesh is very high in polygon count there will be a loss of quality. First, your uv texture map is converted to vertex paint when importing. You will lose quality of the texture map as vertex painting quality is determine by the amount of vertices in the mesh.
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