Loss of detail / Bumpy object on export
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Hi piman - This kind of scene/shading information is not typically stored in a 3D model file. Every app is going to have it's own rendering/shading defaults so it's best to set your third party programs to render models how you wish to see them then save those preferences if possible so next time you open that program you don't need to fiddle around with settings etc.. -
I have this same issue. My models look great in zephyr with the lights on, but when I export it the lights are off and it looks low detail when someone else tries to open it in any other program. I figured out how to turn the lights back on in meshlab so that it looks better, but how do i export it from zephyr so that the "lights on" model opens by default when it's imported into another program?Leave a comment:
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I too am having this issue. I've been using the trial 14 day version which expired yesterday. And I was not able to resolve the bumpiness of my model via the recommendations in this thread and they did not resolve the issue.
I dislike the fact that by default 3DF Zephyr displays the image with some sort of algorithm that does not display the model in the way it appears if I was to print it or import it into another app ie: Blender; DAZ Studio, 3DCoat or e-onsoftware's Vue Creator. That I must turn this feature off via the light bulb and color triangle. I consider this a bit deceitful as these options should be TURNED OFF by default as most of us will be using our scanned model in an 3D app outside of 3DF Zephry.
Other than using 3DCoat Blender or any other app to retopologize how can I resolve this ugly bumpiness?Leave a comment:
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Hey, am new to zephyr an i have same issue with models.
I've created an object in Zephyr and it looks too good, same as real but When I export it as .obj or .fbx the mesh looks super bumpy.
an i've read all previous chats here but i can't find a proper solution.
am attaching the screenshots of my models.
"capture" one is fron 3d viewer and other one is from 3d zephyr.
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in your screenshot the lights are off (click the lightbulb). Exporting with them on or off is the same, it's just rendering.
If that's not what your issue is about however, try exporting in local coordinates, but from your screenshot i don't think local coordinates are the issue (the mesh would be blockier if the destination software didn-t support double precision)Leave a comment:
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Hi Andrea Alessi!
The above image of zephyr is in light on mode. I always export with lights on in zephyr.Leave a comment:
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Hi JyotiPrakash,
i think you simply have never looked at the mesh in zephyr with lights on. Click on the lightbulb to make sure
Export and import should be pretty straighforwardLeave a comment:
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Hey everyone, can yoy please help me with this? High Loss Of details while i am exporting my textured Mesh from 3DF Zephyr Pro and importing in 3ds Max. Tried both in Fbx and Obj format. Need help! Below are the screenshotsLeave a comment:
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So the close range/high details was what yielded my first results. Good model, just the detail on the wings were lacking, at least for how I wanted it to be.
These were imported and used all high settings on the point creation, but 50% at resolution for the image scaling. These, I believe, gave a much better sparse point cloud then the first one. Then I used all high settings for generating the dense point cloud. That is were I thing something may have got warped or changed, as when it was done creating, the dense cloud didn't seem completely fluid and seems fuzzy, or our of focus on the wings.
Then I tried making the mesh, that you see above, with very high on the poly count, smooth type, 70% water tightness, 30% on smoothness. I didn't use photoconsistency for that model. Tried it an got the result above.
Tried the photoconsistency settings, using the recommended settings for "Mesh with noise, high quality images" and only got a slightly better result.Leave a comment:
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which settings did you use to get that? If you're new to zephyr i suggest you stick with presets for the best result with the least headache. As you learn better how zephyr work, you can get better results by playing with the advanced settings.
Using Close range/high details should yield a way better result than the last you posted, so i would probably stick with that for the moment
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So I created the mesh and it is much better, but on the wings this time it seems to be having artifacts, if not just distortions. At this point it would just be to fiddle with the settings for creating the mesh to get it the best as possible without those bumps? would using the "photoconsistency" section improve results?
Essentially, for the purposes of making this a .obj eventually to model for a resin 3d printer to slice and print later, if I put High settings on everything, from importing the images, to point clouds to, mesh, would that get the results I want or would it really be a bit of trial an error?Last edited by Zminator15; 2018-03-02, 04:58 AM.Leave a comment:
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I mean that the texture is just color applied to triangles. Since you're 3D printing, those details are simply visual and you won't be able to "touch" them.
Did you mean you used defaults? If so then yes, the high details settings should give you better results.Leave a comment:
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Ok, that is what I originally did and got those results, so this time around it imported all the pictures and did the simple point cloud using all the high settings. Essentially if I continue using those higher settings, should turn out better?
You referenced previously "defined by geometry" as the key factor for keeping the detail. Is that when moving from simple to dense point cloud, or from dense point cloud to mesh?Leave a comment:
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