Concept Artist Looking for Technical Assistance
Alright, so I'm creating high poly models with the intent to use these models in scenes for render in either Blender. I'll typically paint over of these scenes in a 2D software. One reason I'm trying InstaLOD out is because Blender simply can't handle high poly scenes and many of my models easily break 10million polys.
So, the problem I'm currently running into is partly workflow related, 3D software ignorance, and InstaLOD ignorance.
What I would like to know is the best approach to accomplish the following:
1. Create a functional model (I use ZBrush and can already make decent models here).
2. Remesh and MeshID via InstaLOD for rapid PBR texturing.
-- Here's where I'm stuck at the moment. MeshID always comes out red, whether I polypaint the mesh by polygroup, or split the mesh into parts and FBX export. I've run through the Pavlovic tutorials and reviewed other Studio XL tutorials to no avail. In all honesty, I would love for polygroups to be used as the MeshID somehow. There was a process I used with Blender uv unwrapping and 3D Coat PBR painting that allowed click painting polygroups (uv islands) created from ZBrush and unwrapped in Blender. My self-taught and lucky finding of this process didn't help me much however, because I don't know how this happened and why it no longer works in Blender > 3DCoat. Hence why I'm here with InstaLOD and Substance Painter...
3. Substance paint said model once the above is overcome.
4. Rig the model for future posing in Blender.
5. Rinse and repeat for additional scene models. ^
Anyhow, Sorry for the long winded message. I'm at an impasse and uncertain of how to proceed. Thanks in advance.
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Official commentHello,
I'm not too familiar with ZBrush, but with the workflow, you describe it should be possible to generate Mesh ID maps with InstaLOD.
If your mesh is split into individual FBX files, you can import them into InstaLOD Studio XL, or any other of the DCC tools in which you are using InstaLOD. Then you will need to make sure that in the 'Texture Output' 'Mesh ID Settings' the option 'By Individual Source Mesh' is enabled (The 'Mesh ID Settings' will be visible if the 'MeshID' texture page is enabled). If this is enabled, InstaLOD groups all polygons of an object into a mesh id group and assigns each mesh ID a unique color.Thanks,ErhanComment actions -
Appreciated. I still can't get past the crashing issues, and if I can't do that, I think I'll resort to my old method of decimate, UV in Blender, and texture in 3D Coat. I know the failure has to be on my part, but so far I really haven't been able to get any decent output out of InstaLOD.
I'll report back if I figure out how to make this work with complex meshes. -
Hello,
apologies for the delayed reply.
Could you please provide us with a file that recreates the issue, so that we can take a closer look at the problem? Crashes should not occur unless extreme memory limitations are at hand (processing huge files will require larger amounts of RAM).You can upload the file via your InstaLOD Cloud account, or send us a link to your cloud service provider of choice.Thanks,Calvin -
Calvin,
I'll get on it. I've already completed the model via Blender Decimation/3D Coat PBR Paint. It's still pretty high in polycount at around 6million fully assembled, but it beats the original 250 million polys it used to be in ZBrush...
For PC Specs:
2990wx CPU
128gb RAM
2080ti GPU
1000w PSU
Custom water loop keeping all temps at or below 50% peak threshold of all hardware.
I should be ok on most hardware concerns.
Let me try to find the mesh files that were giving me grief, and I'll upload multiple fbx files in case the issue is multifaceted. I still think it's just because I do things differently than the industry, but I'm open to helping out the dev team if it's possible.
Corey
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