Dilemma about exporting 3d mesh.

Discussion started by mikeonike

Hello, My name is Milan, and I am in some way new to 3d. I have one year experience in blender, but I never had enough courage to actually publish my work. The time has come!

My question is: When I'm done on my mesh (gun in this case), it is consisted of multiple meshes. Should I join them to be one mesh, or just group them?

Also, I have one more dillema. I am supposed to export mesh/s to extensions:

-.obj

-.fbx

Now, what about .blend file. What blend file shoud acctually contain.

And, of course, should I export to some other extensions as well?

Thank you for your help, and I'm sorry if my questions are somewhat overwhelming.

Answers

Posted almost 4 years ago
4

Think about how a client would like it, I would keep them as separate objects as it allows for easier animation. Or maybe, only join the parts that are actually meant to be fixed together in the real world one.

About the extensions, why not upload both formats? You can upload in as many different formats as you want, then the client chooses to download which one suits his needs.

Usually, in my blend files I simply include the models with the textures and material already set up.

Posted almost 4 years ago
5

I agree with lucasbenicio. I would join the parts that would be welded or joined in the real world, but you can leave the other parts loose. It's easy enough for a user to join them if they wish, and any format you export to will typically be joined together as one mesh. One thing to keep in mind is that you should keep the UVs from overlapping. Overlapping UVs are not desirable in most cases. You can select all the objects at once, then enter the UV tab and make sure you do this before assigning textures.

Blend files can include everything, and I will usually set up a good render of the product for the .blend file. Clients can actually press render and get the same exact results I show in my preview renders. I recommend packing all your textures into the blend as well. You will need to include textures separately anyway, but it's a nice feature and ensures the client is getting all the textures set up right out of box.

The last thing is that if you keep the object as separate parts, then it's convenient to just include all those parts into a Collection on its own. Also, make sure you name all the parts with unique and logical names so the client can quickly understand and know what each object is.

Posted almost 4 years ago
1

Thank you guys a lot. You really made my day. Now I have clear image of what I should do. Thanks.

Posted almost 4 years ago
0

Also, two more things. When you publish your model, you actually publish low poly one. Should my files (.obj, .fbx, .blend) contain high poly model as well.
And should I render high poly or low poly on thumbnails.
Thanks.

achille-pasquier wrote
Put both if you can. Showing the wireframe on the lowpoly and have a render with the highpoly seems to be the best option. Good luck!
Posted almost 4 years ago
0

It's up to you how you want your clients to work with the mesh. If there's no real reason to apply subdivisions, then don't. FBX can transfer subdivision modifiers to other apps that support them, but OBJ can not. So when it comes to OBJ you have a choice to make, but there's no reason to make it in the other formats.

luxxeon wrote
luxxeon
PS: if the object is a hard surface, and you intend the model to be used as a non-deformable hard surface object with high resolution, then obviously it's wise to export the high res version in exchange formats. However, native files can just keep the subdivision levels as modifiers because it's easier to work with.

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