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Post by joshpurple on Jul 7, 2017 16:20:18 GMT
Hi All Following a lead on starting a thread for ZBrush and Unfold3D (Thank You Remi ). Currently I'm using my ZBrush model with Unfold3D (beta), "Unfold3D_VSRS.0.9.23.g6c899db.master". TotalPoints for the model: ~4.7 Mil , but for the SubTool part I'm using (the main/largest head mesh) ~ 614,000. Importing and doing an Unfold (very default settings, just testing speed, etc.) on the largest part took less than 30 seconds (my system specs are in my sig). I'm testing with .obj files. Using UnFold3D VS (not RS, -as VS is recommended for a work like this). Here's my ZBrush model; All feedback is welcomed, please feel free to share any of your findings/questions/etc. , -all my best!
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Post by Remi Arquier on Jul 7, 2017 16:35:41 GMT
Thank you Josh.
More precisly what is your workflow for the import-export:
- ZBrush 2 Unfold3D. Did you have to select things under zBrush / what command did you used to export the file etc... Under Unfold3D, I suppose you simply used the "File->Load" command.
- Unfold3D 2 ZBrush. When exporting from Unfold3D, I suppose you simply used the "Save command", but what about re-importing into zBrush ? Did you have something special to do ?
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Post by joshpurple on Jul 8, 2017 2:34:52 GMT
Excellent questions Remi, glad to share more on that workflow anytime . One of my current workflows is (for concept art), before I used Unfold3D; Start in ZBrush, create model, create UV's with ZBrush's UV Master > export .obj files at highest resolution > Import into Mari , do texture work, etc. > export all texture, files, etc. > Import all parts into 3ds Max, and render with Vray. Sometimes I would send the .obj files to 3D Coat to do the UV's in (for games & animations, I would need to create a low poly version, etc. different workflow). Using Mudbox for the texturing would also work, unfortunately it seems that Mudbox is just about dead (maybe Mudbox 2018 has been released? A number of user's on the CG Society forums are guessing most of Mudbox will go into Maya. A good bit of Mudbox is in Maya already, ...hope that gets done well). But, I'm always hoping to find a better/faster/etc. UV process, so one of the first items I wanted to test was how the Unfold3D beta would do with lots of polys. I grabbed the largest mesh, at highest resolution, from my dragon head model, and exported it out of ZBrush as an .obj, without doing any UV work, no special settings, but I did keep the mesh somewhat 'clean,' then > under Unfold3D, I used the "File->Load" command, and loaded just that one .obj file., created one large seam going down the bottom middle of the model, and Unfolded. It worked great, ~ less than 30 seconds to do. And the in-viewport performance was good too, very little lag for rotating around, zooming, etc. Next step would be to export out of Unfold3D at near default settings, changing the Width & Height from 512 x 512 to ~ 4K. I would then take that .obj into Mari & texture it, after that > import all parts into 3ds Max (or Maya, or Keyshot), and render with Vray (or RedShift / Keyshot). I typically would not send the UV'd mesh back to ZBrush, -but, with really good high res UV's, if wanting to send from ZBrush to Keyshot (using Fibermesh, etc.), game/animation pipeline flexibility needs, etc., sending back to ZBrush could be very nice to have. I haven't test that yet, but I will . I'll try merging/combining all of the Subtools in ZBrush into one exported .obj file (and one .fbx, to test how the .fbx formats are working between Unfold3d & ZBrush), and load that into Unfold3D, then give each separate part it's own tile/patch in Unfold3D. Mari supports UDIM (the multi tiled objects), so once I finish the UV work in Unfold3D, I should be able to use those files in Mari. I'll be glad to post up screenshots, feedback, my progress, etc. as I go . Happy to answer questions, take suggestions, etc. anytime.
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Post by joshpurple on Jul 8, 2017 22:01:53 GMT
I merged all of the SubTools in ZBrush, and exported one very large .obj file (using the SubTool Master), 2.398 Million points. When exporting the .fbx from ZBrush, I did not need to merge all of the SubTools (which is nice), and the .fbx loaded into UnFold3D without any issues (very large file size, 122 MB ). Both the .obj file and the .fbx file loaded in ~ 30 seconds. Here are some screen captures to show the dense mesh; Zoom in; There was some in-viewport lag on my system, but I could still work with the mesh & the UVs in UnFold3D. UnFolding the mesh, without doing any seam work, took ~ 30 seconds or less. I'll test out the AutoSeam function next (I still need to watch that video, I have TONS of learning to do with UnFold3D ). I loaded a decimated version of the .obj file (using ZBrush's Decimation Master), dropping it to 372,000 points total. Here's a shot of the decimated mesh in UnFold3D; (I did not do any clean-up work in ZBrush after doing the decimation, -interested in seeing how UnFold3D would work with it, etc.) Without doing any seam work, it Unfolded in ~ 2 or 3 seconds . I created some additional UV tiles, moved the parts (eyes, teeth, horns, etc.) to their own tile (and without doing any seam work), -I then played around with the UnFolding, Packing, Fit, etc. auto functions/settings. Being as sloppy and messy as possible , and UnFold3D never crashed, no lag, all UnFolding, Packing, etc. took less than ~ 2 seconds. Here's a shot (note: this is as messy, sloppy as possible, no seam work, etc.); Link to full res version of screen grab; i.imgur.com/jRVR6qr.png (I hit the maximum number of images I can add in a post, using the 'Add / Edit Attachments') I'll post up more soon.
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Post by joshpurple on Jul 9, 2017 3:17:13 GMT
With the decimated Dragon Head mesh (372,000 pts, not a 'clean' mesh), loaded, and using default settings (no additional tiles created), I ran the AutoSeams > Cut > Unfold, and here's the result; No Packing, no Fitting, no Optimize, etc. The 'AutoSelect Edges' settings can be seen in the screen capture. For a fast, automated process, on a messy decimated mesh, I think these results are great !
Created some additional tiles > moved parts to their own tiles > Pack; (the bottom right tile = UV's from super tiny 'junk' polys, messy mesh) I left the default tile empty. I selected just the main head mesh (top left tile) > ran AutoSeams with 'Branch' (hoping to refine / improve the UV solution) > Optimized, and got this result; You can see how the UV's on the main head mesh have improved . AutoSeams, Optimize, Packing, etc. all worked very fast, less than 30 seconds at longest. Unfold3D still has tons of options I haven't touched yet / need to learn. Testing the AutoSeams on the high res version next.
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Post by joshpurple on Jul 9, 2017 23:04:52 GMT
I lied , I started testing on seam work, or working with AutoSelect Edges, and Edges Mode on the decimated Dragon Head Mesh. (I couldn't help it, UnFold3D made it too tempting / easy to do ) It's still a messy mesh, so there are no clean edge loops, but holding down Shift & seeing the preview for the edge cutting worked great. And so far, no crashes, no horrible lag, the default shortcuts have been working great for me. I have had some graphic driver issues, where the viewport will not refresh completely, but if I switched to Full Screen 3D & back, it would refresh. I wanted to make the UV's look more recognizable for the texture work; cut holes for where the eyes are, move the hidden/junk UV's out of the way, increase the space for higher resolution on the eyes, eventually get the teeth/all horns lined-up, etc. I have not finished all of the parts, -here's where I'm at; I've left the default tile empty, the currently unneeded UV's are getting packed into the bottom right, the eyes are in the center, eyelids middle left, large horns top middle, etc. I've starting moving the seams out of the way, the large horns are an example. Moving the seam to the back/bottom;
Also took the seams out of the eyes, extended the mouth seam, etc. Here's what the Stretch Color Map looks like; (more soon)
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Post by Remi Arquier on Jul 10, 2017 9:23:04 GMT
Hi Josh, That's awesome ! Thank you for this detailed description of your workflow and your feedback. That's really appreciated. A tip: I noticed that you used the autoseams feature set (Hierarchical or Mosaic). You'll probably get better results by: 1- Adding some "Unfold" iterations when you have some distorsion like that. Unfold3D will reduce the distorsion when clicking on "Unfold". Or as a post process, I mean, once the mesh is flattened you could run the "Optimize" algorithm by selecting the island that have distorsions and press "O". Or simply place the mouse pointer over an island and press "O". 2- Activating the distortion control option (named "Disto Control" on the Autoselect Edges Panel), will create additional cuts on your mesh so that Unfold will directly flatten your mesh with far less distorsion. On a heavy mesh like this one it could take computation time, but the good thing is that you can go take a coffee will Unfold3D works for you. Cheers, And thank again for such a great posts !
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Post by joshpurple on Jul 10, 2017 15:04:26 GMT
Excellent! Thank You Remi . Always appreciate the tips . Here's my latest / update. Started work on the teeth, divided the head into two parts (top / bottom, moved the top head part into the first tile), added some Unfold iterations, and some Optimize iterations, & other smaller tweaks; How the checker pattern is looking; I'll test the Disto Control next (as Remi mentioned). And I will test the extremely high res mesh (millions of polys). I'd like to test how this imports into 3ds Max, Mari, ZBrush, etc. Glad to post up the results / more soon .
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Post by joshpurple on Jul 10, 2017 19:05:24 GMT
quick note, installed latest beta, worked, no issues, no problems, etc.
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Post by joshpurple on Jul 10, 2017 23:24:24 GMT
With my current model/UV's looking like this; I went into Edge Mode, and ran the Auto Select Edges, with Disto Control on (at the default value of .5). Here's the result; I cut the seams in.* Running Unfold > Optimize (just on the top half of the Head, -using the default tile), Result ; I could still cut the holes out for the horns, and the nostrils, -and I could up the value of the Disto Control, to flatten it more (first ideas that come to mind, etc.). *When I ran the Auto Select Edges (with the Disto Control on), is there a way to 'Save Selected Edges,' -like a selection set? (Apologies if I've missed that / not learned it yet ) Then I could deselect certain edges that I don't want to cut, but, not loose the edge selection (have to re-run Auto Select Edges). Not a big deal, just curious .
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Post by Remi Arquier on Jul 11, 2017 8:42:25 GMT
Hi Josh,
Thank you for sharing this. Yes, it looks like it worked perfectly on the biggest island. That's nice !
1. You can re-run autoselect "Hierarchical" or "Moïsac" on already cut islands, that is perfectly valid. However it is designed to work better on non cut geometry.
2. There is no option to save edge selection set. However you can deselect path of edges using the feature "deselect path". Using the Unfold3D mouse interaction preset, press SHIFT+CTRL+ double left mouse click on a path you want to delete. Important: if your mesh is dense, you'll have to zoom close to the selected edges so that the selection mechanism work well.
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Post by joshpurple on Jul 11, 2017 14:25:41 GMT
Thank You Remi, I appreciate the tips/info ! I'll try it on the Dragon Head mesh before it's cut / on non cut geometry ( cool ! )
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Post by joshpurple on Jul 12, 2017 3:04:35 GMT
Starting out with the decimated Dragon Head mesh (no UV work done on it yet, etc.), I've been testing the AutoSelect Edges on on non cut geometry . Started with this; I used Branch, and Disto Control at .75 settings; Result; It took a little longer, but under ~ 4 minutes was not bad at all. (cont. in next post)
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Post by joshpurple on Jul 12, 2017 3:14:17 GMT
I cut the seams, ran the Unfold (3 iterations). Results (under 2 minutes); Then Optimized (3 iterations) Results (under 2 minutes); And Packed (no special packing settings, etc.); (cont. again, next post)
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Post by joshpurple on Jul 12, 2017 3:29:01 GMT
A shot with a checker map; For a fast, Auto workflow (no seam work), on a messy mesh, I thought the results were great . I could do a lot more (seam work, etc.), but for concept work, & taking this into Mari (spreading parts out onto additional tiles, -Unfold makes that process very fast ), I am very happy with how much time this will save me ! Always open for feedback, testing more options, questions, etc. Thanks again!
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