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Thread: Converting Spacecraft from Groboto to Modo

  1. #1
    GroBotoville Citizen
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    Apr 2011
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    Default Converting Spacecraft from Groboto to Modo

    Finally I've found some time to look at converting my spacecraft design, see exported models and rendering section of the forum under "SpaceCraft". I'm starting by taking one of the side pods ( see Sp2Modo_SidePod_001.jpg ) and bringing that into modo. I've optimized my mesh as best I can ( see Sp2Modo_SidePod_002.jpg ) and I think I've got the distribution of the mesh about right. But I have a general query about the vertex map generated and wondered if boris or darrel could explain in more depth how to go about adjusting the mesh or the vertex map setting to get a smooth unified finish, as you can see from ( Sp2Modo_SidePod_003.jpg ) I seem to be getting splodges of dark and light in my map. Although when you bring the model through into Modo ( see Sp2Modo_SidePod_004.jpg ) it all looks fine but as you convert the vertex map with the Groboto plugin and the model is converted over to subdivisions I get 2 rogue vertex ( see Sp2Modo_SidePod_004B ). So I'm stuck for now, any advice on how to:

    Create a better unified mesh with more quads and less 5 star polygons

    Generate a smooth vertex map which translates more uniformly in Modo

    And how to resolve the rogue vertex issue in Modo.

    Cheers
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  2. #2
    GroBotoville Resident
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    Default

    I also had the problem with a few vertecies (approx 5) that spike out of the mesh once I turn the model into a psub. I found out that I had two seams very close to each other and a very high mesh resolution. Removing one seam and reducing mesh density solved the problem for me.

  3. #3
    Groboto developer
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    Default

    nzapegore, muha,

    This happens because the Groboto mesh sometimes gets too weird (concave quads, for instance) for the mesh subdivision algorithm used by Modo. And indeed tight spots between close seams would be one of the main reasons for this. We are getting ready just now to release a major rework of our mesh-generation code, and its mostly about better handling of tight areas and producing nice uniform quads, so let's check back on this after the next release.

  4. #4
    GroBotoville Citizen
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    Default Sounds like a good idea

    Hi Boris...

    Yep sounds good, I'd read on the Modo forum that you boys are just finishing off a new revision, and will indeed look forward to how it deals with more detailed models...I think its a measure of the programmers that now I have Groboto in my sticky little hands and I'm getting used to what it's capabilities are and pushing it to its limits, that you guys are there redefining, tweeking and rebuilding the application to perform better, fantastic job. I have to say taking this spacecraft into Modo has made me realise there are better ways of modelling in both apps to achieve the desired results, but I'll hang on for now to see how the new revision works and then get stuck into the conversion....Good luck with the update

  5. #5
    GroBotoville Citizen
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    Default A quick look at the full model

    Well I've taken the full spacecraft from Groboto's new V3.8 mesh engine into Modo and it works...Well actually there are some issues but these are mainly due to the mesh densities and the variety of meshes available when building a big model. I'm not sure if it's a good idea to take the whole model through or if its better to take components into Modo separately. You can of course use the do not center model option and thus all the components can match up again in Modo. So lots to think about....But hell as you can see modo renders the model pretty well...
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