In this tutorial you will learn how to take a 3d model from Maya into 3d Coat.
Getting Your Model Ready
A lot of times when modeling you can get sloppy. Here's a check-list for both high and low poly models;
1. Make sure all your normals are facing outwards.
2. All geometry should have its transformations freezed.
3. The model must be assigned to a default lambert shader.
4. All the history on the model has been deleted.
5. Take off any rigging or animation.
6. Name all the parts of the model.
Exporting The Model
Step one - Select all the geometry that you're going to be exporting and then go to modify>freeze transformations.
Step two - Still with all the geometry selected, go to normals>set
to face. Now go to normals>vertex normal edit tool. If the normals
are facing outwards, you're fine. But if they're facing inwards, go to
normals>reverse. Now go to normals>unlock normals.Now to make the
model look smooth again, go to normals>soften edge. This last step
is important if your model is unsmoothed and low polygon.
Step three - Select all your geometry that you'll be importing, then go to edit>delete all by type>history.
Step four - Now make sure that your OBJ export plug-in is loaded.
Go to window>setting/preferences>plug-in manager. On
objExport.mll, check loaded and auto load. This way you won't have to
do this again next time you export.
Step five - Select the geometry you'll be exporting and go to
file>export selection... The reason that we don't export all is
because it means that Maya will export stuff you didn't know you had in
your scene. Now set the files of type export to OBJ. I created a new
folder in my documents called 3d Coat so I can save all my exports
Importing Into 3d Coat
This section explains how to get it into 3d Coat.
Step one - Open 3d Coat and go to file>import model.
Step two - Locate where you saved the file and hit open. The load object options will come up.
I'll explain the load object settings;
Millions of polygons - This attribute how many millions of polygons
that an object will have after it's loaded. These polygons aren't true
polygons. In 3d Coat there are two different ways to adjust your
geometry. The brush mode is more like bump map than true sculpting.
This is where these millions of polygons are applied to. Then there's
sculpt mode. It sculpts how many carcass resolutions polygons there
are. This is true sculpting.
Carcass resolution - This is how many true polygons a model will have after importing it into 3d Coat.
Smooth object - If you don't have this checked, when you open the model
it will look like you set your normals to 1. 3d Coat will smooth your
object by how it looks according to the model. .
Mapping type - Keep clusters = the UV shells that you made in Maya will
stay the same, but if your model has over-lapping UVs, they will be
moved. But when you export it back to Maya or any other program, the
textures and the UVs will be as they were when you imported it. Keep
UVs = only use this option if your model already has a clean UV map and
does not need to be altered. 3d Coat is really reliant on the UV map so
it has to be good. Auto-mapping = this will automaticlly UV map your
model. This is good if your model doesn't have UVs on it. This is
similar to Maya's automatic mapping. 3d Coats automatic mapping creates
much better results.
Preserve positions - By default, when 3d Coat imports a model it
will center it in the scene. When this option is checked, it will not
move the object.
Ignore smoothing groups - 3d Coat will ignore all your objects normals when it smooths your model.
Invert normals - This will reverse your objects normals. Only use this
if when you exported your model from Maya the normals were facing
Auto smoothing groups - This will automaticlly over-ride any normals you set previously.
Using the explainations of the options above, set your model to what it needs and hit okay.