Home › Forums › Graphics / Blender › Hi! Need help with Verge app and Blender!
- This topic has 38 replies, 2 voices, and was last updated 3 years, 4 months ago by xeon.
-
AuthorPosts
-
2021-07-21 at 6:03 am #43076ilzhParticipant
Good day.
I’m glad that you got to see my file.
I have a question.
Do you know how to glue all the details of one character into a single, solid object in a blender?
It is necessary for Verge, wright? I do not need their separate parts, armatures and fittings att all.Animation is not needed here either.
I want to get 4 full characters at the output as they are now in the picture (printscreen here) and in the Verge write ways for them, transitions to other locations of my site (each character will open another site or scene in my site by clicking on it)
For solid characters I also need the scene / world itself as I did initially and as it is in the screenshot here.
Here is the key question!
Attachments:
You must be logged in to view attached files.2021-07-21 at 6:18 am #43079ilzhParticipantI think the only way forward for you is to really get a new computer and then you will be able to diagnose these issues and fix them very quickly. If not you will be struggling with simple issues that as a developer we all encounter but they will seem very large obstacles given your configuration.
unfortunately, now I cannot afford new computer.
2021-07-26 at 5:06 am #43191xeonCustomerSorry about the ilzh…
Since your items are not going to be animate, I would just bake them in the pose you want them then delete the armatures.
To answer your other questions. Its not required that you make this into a single object or a single material it just will perform better.
There are a lot of tutorials on topology and the advantages of having good quad topology. I will leave that to you to find and tweak.
Below is my work flow:
Create high res models and scenes in blender with all the lighting hi-res textures and high density triangles I want to achive the desired look.I then create a set of low res models and bake the high res detail into normal maps.
I then spend some time optimizing my UV on the low res models using the high-res textures. I spend time going over lighting and shadows.
Once done, I join all my nonanimated objects (also excluding any stationary objects that have animated objects casting shadows on them and glass/transparent objects – I do all these as individual objects.
I then join all the non-animated objects together and use UV Packmaster to generate the UV atlas map for all the objects.
I set up my renders to capture direct, indirect, diffuse, glossy, transmission, ambient occlusion and emit. I bake these out at 8K at 10,000 samples. Sometimes alot less will do but this way I have a high res map that I can down sample in an image editor and also denoise before doing so.Once I have all my objects baked and I have downsized the baked maps, I relink up all the objects with the new maps, and new UV, delete all the lights but leave a background HDR.
Thats it in a nutshell….my bakes typically take 1 to 4 days to render. A full scene might take me a few weeks to bake out.
I think once you lighten your scene and minimize the triangles and objects you will be fine.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2021-08-12 at 3:01 pm #43613ilzhParticipantXeon Hi! Long times…
Now i’m doing the scene as you wrote:
but I started in App Manager and after that i’m creating the full scene in Blender, after that i’m planning
“export your GLTF to the folder you found in step-3 and save the file as TestProject.gltf, over-writing the default file of the same name created by Verge3d when you created the project.
”see you :)
2021-08-13 at 7:08 am #43628ilzhParticipantHI Xeon
1. From Blender open the App Manager
2. From App Manager using the left-hand menu ( second icon from top ) create a project. Name it whatever you want. For this example, we will call it “TestProject”.
3. Once the TestProject is saved. You will want to locate it in your file system ( Finder for mac, Explorer for windows). You just need to know where it is located on your drive.
4. Back to Blender, export your GLTF to the folder you found in step-3 and save the file as TestProject.gltf, over-writing the default file of the same name created by Verge3d when you created the project.
5. Once saved go back to the App Manager, locate your TestProject file, open…you are good to go.Same bshit (
I did that way but it doesn’t works
BUT I GOT A LOT OF PICTURES HERE and now i think i should replace all of them to the folder with my app
Look
Attachments:
You must be logged in to view attached files.2021-08-13 at 7:09 am #43631ilzhParticipantwhat do you think?
2021-08-13 at 9:04 am #43632ilzhParticipanti did it and it works)
Xeon thanks
2021-08-13 at 9:30 am #43634ilzhParticipantXeon question
why the scenes are so different?
what should i do here? buy new PC?))1) Blender
2) VergeAttachments:
You must be logged in to view attached files.2021-08-16 at 3:31 pm #43676xeonCustomerHi there,
Sorry been away for a while. Did you ever get this resolved?Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com -
AuthorPosts
- You must be logged in to reply to this topic.