Hello everyone!
Some help would be really welcome, I'm lost a bit...
(background: I just arrived to test Zephyr, I used RC prior, so it could be that my issue is based on the lack of knowladge due to some core tools)
I'm testing Zephyr "Clemntine" beta version right now.
alignment, point cloud/ dense point cloud, mesh construction, texturing all goes perfectlly, I recognised no issues beside some mesh structure anomaly, but I do not wanna focus on that right now, any way, I can fix it in no time externaly.
And here coms my issue:
if I export the mesh for external cleaning, there is no way to import it back, at least not with the full cleaned up surface.
- I do not rotate or scale or move the mesh in my external tools.
- if I want to import back JUST the mesh without self generated UV(s) Zephyr will import it as a dense point cloud and not as a mesh
- the imported pointcloud already lose some information that I generated till the cleaning process
- by constructing mesh from the importing pointcloud ignoring nearly all the cleaned parts and I end up with close the same broken mesh with holes and missing details as prior the cleaning process
- if I want to import the cleaned mesh with UV(s) it handdles the import stage, but the texturing stage crashes 10/10
- I tried to fix my mesh errors by filtered selections, but by selecting 3% of an 1mill mesh for applying a retopo stuckes in the process for an hour, so I simplly just shoot down the software (it should be like 2 min imo) quite the same scenario with every even filtered selection process.
- mesh cleaned in Zbrush
- imported to netfabb for fixing every even mesh degeneration as shells, flipped normals....
- imported to Houdini for triangulation and for UV generating
I would be really happy if anyone would be able to help me and point out that where I felled. Basically what I'm looking for: exporting mesh - cleaning in zbrush - importing back - testing the new normal and displacement content - decimation - texturing - sending to unreal and testing there the normal and the displacement map for dynamic tesselation. / or cleaning a mesh in zbrush, generating UV in Houdini, importing back to Zphyr and the same process from there as above.
Also an important question: since I realized that mesh without UV can be imported back just as point cloud, is it posible in Zephyr Lite? Or just in Area and Pro? Do Zephyr Lite can import just UV'ed (cleaned) mesh?
Thanks so much if anyone can help!
images:
Some help would be really welcome, I'm lost a bit...
(background: I just arrived to test Zephyr, I used RC prior, so it could be that my issue is based on the lack of knowladge due to some core tools)
I'm testing Zephyr "Clemntine" beta version right now.
alignment, point cloud/ dense point cloud, mesh construction, texturing all goes perfectlly, I recognised no issues beside some mesh structure anomaly, but I do not wanna focus on that right now, any way, I can fix it in no time externaly.
And here coms my issue:
if I export the mesh for external cleaning, there is no way to import it back, at least not with the full cleaned up surface.
- I do not rotate or scale or move the mesh in my external tools.
- if I want to import back JUST the mesh without self generated UV(s) Zephyr will import it as a dense point cloud and not as a mesh
- the imported pointcloud already lose some information that I generated till the cleaning process
- by constructing mesh from the importing pointcloud ignoring nearly all the cleaned parts and I end up with close the same broken mesh with holes and missing details as prior the cleaning process
- if I want to import the cleaned mesh with UV(s) it handdles the import stage, but the texturing stage crashes 10/10
- I tried to fix my mesh errors by filtered selections, but by selecting 3% of an 1mill mesh for applying a retopo stuckes in the process for an hour, so I simplly just shoot down the software (it should be like 2 min imo) quite the same scenario with every even filtered selection process.
- mesh cleaned in Zbrush
- imported to netfabb for fixing every even mesh degeneration as shells, flipped normals....
- imported to Houdini for triangulation and for UV generating
I would be really happy if anyone would be able to help me and point out that where I felled. Basically what I'm looking for: exporting mesh - cleaning in zbrush - importing back - testing the new normal and displacement content - decimation - texturing - sending to unreal and testing there the normal and the displacement map for dynamic tesselation. / or cleaning a mesh in zbrush, generating UV in Houdini, importing back to Zphyr and the same process from there as above.
Also an important question: since I realized that mesh without UV can be imported back just as point cloud, is it posible in Zephyr Lite? Or just in Area and Pro? Do Zephyr Lite can import just UV'ed (cleaned) mesh?
Thanks so much if anyone can help!
images:
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