Texture problem when voxelizing

Hey,

This is how my original model looks like - https://i.imgur.com/lyQ46sA.jpeg

This is how shading looks - https://i.imgur.com/4pZSeES.png

It has one UV Map - https://i.imgur.com/vmEVioa.png

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But when I voxelize it using the script I get to this - https://i.imgur.com/xtHV3Ds.jpeg

Any idea what the issue is and how to correct it?

Thanks!

  • Martin Bergwerf replied

    Hey Kookie,

    a link to your .blend file would be useful in this case (File > External Data > Pack Resources)

  • Martin Bergwerf replied

    My first guess would be that 'your' model isn't Unwrapped (properly).

  • Kris Cannon(bravecookie7) replied

    Here is the file - https://drive.google.com/file/d/1j0TItR0zWoz-GFD_xDjzMHq_6jY-05aD/view?usp=sharing - let me know if something is missing.

    Thanks!

  • Martin Bergwerf replied

    Hm,

    I don't know, but I suspect, that one of the problems is, that there is Animation Data on the Model and the Rotation and Scale didn;'t get Applied on the Duplicate because of that:

    Hulk.png

    I tried to remove the Keyframes from the original model, but, as you can see, there is still an Action (Animation) on the duplicate..

    I don't have much experience with Import/Export, I gave up on that, because of all the problems you run into...like this...hopefully  someone else can shine a light on this issue and how to resolve it.

  • Kris Cannon(bravecookie7) replied

    Thanks for giving it a shot! 

    I removed as animations, some mixamo vertex groups and made it as basic and condensed as possible, but the problem persists - texture gets messed up and rotation gets applied. 

    I'll keep testing, but if any one has an idea of what the problem is, that will save me a few hair pulls :)

  • Martin Bergwerf replied

    Hey Kris bbravecookie7 ,

    I figured it out, I think. The UV Transfer goes wrong, because the Target is not where the Source is, but rotated, so it transfers part of the sole of the foot onto the whole model.

    If you Rotate the original, so that it matches the result, it works:

    This is Front Orthographic View (I moved the voxelized Hulk to the side):

    Hulk_1.png

    (I hope you still have some hair left)

  • Kris Cannon(bravecookie7) replied

    Thanks for continuing to trouble-shoot this odd issue, Martin!

    I tried to replicate based on what I understand the proposed solution is but I cannot get it to fully match the texture - https://i.imgur.com/DGyy1qU.png - his face looks like he has seen the rough end of a bat. 

    Matching the rotation does improve things tremendously, so you are definitely on to something. 

    Is there a way to know if you are exactly matching the orientation of the result? It seems like the model is -180 X and -90 Z but is there way to know it is not -179.9 and that to throw off the whole thing?

    Do you know of a way to strip down everything from a model to kind of "reset" it so whatever is causing this rotation can be removed? I tried exporting and importing in different formats, but garbage out, garbage in I guess, so didn't help. 

    ===================

    I'm trying to figure out how to best troubleshoot these issues as I need to voxelize a few models. The best ones come from the same Sketchfab artist and all have the same issue. I can always find another Hulk, but this artist has hard-to-find models, so I want to figure out how to solve this problem across the board.

    Thanks for all your help!

  • Martin Bergwerf replied

    I used exactly 180° and 90°, but Iäm not sure if that's correct (I expect it, but...) I don't know what is causing that rotation in the first place...

    Let's try this: ALT+R and then Voxelize:

    Hulk_2.png


    Maybe you should also look at the Scale? (Try removing the minus signs, or just use ALT+S, whatever gives the best result...if it makes a difference at all)

    1 love
  • Kris Cannon(bravecookie7) replied

    Alt+R was the magic solution!

    Thank you, Martin, I owe you a coffee / beer!

  • Kris Cannon(bravecookie7) replied

    Here is another head scratcher that does NOT have any rotation issues, but it messes up the face when voxelized - https://i.imgur.com/KvhLRqS.png

    Here is my process in case I've contributed to the messing up -

    1) I have a Captain America, posed in Mixamo

    2) When voxelized as is, as somewhat expected the result is an abomination - https://i.imgur.com/F0ymfN6.png

    3) Removed all animations

    Ctr + A - apply all transformations

    Alt +P - clear parent keep transformations

    Convert Mesh to Mesh - apply all modifiers

    Now, when voxelized, I get to https://i.imgur.com/KvhLRqS.png - which is a great improvement, but no idea as to what to do next to fix the face.

    This is the Mixamo posed mode - download here

    This is the stripped down model with the messed up face - download here

    The only thing that I can think of to try is go through the tedious process of combining all textures to one.

    Any and all help is appreciated! I'll keep on testing.






  • Martin Bergwerf replied

    Hi Kris,

    I will have to look at this tomorrow, but at a first glance, compare the Transforms in those two files (spoiler: I do not like those Scales at all!):

    CA.pngCA_No-Anim.png

  • Kris Cannon(bravecookie7) replied

    I tried a few different things, but nothing produced any results. I see the transforms are odd but could not figure out a solution with them. 

  • Martin Bergwerf replied

    Hey Kris,

    The Head and Helmet have their own UVMap (and image):

    CA_Head.png

  • Kris Cannon(bravecookie7) replied

    Does that mean that the script only handles things when they are combined into one texture / uv map?

  • Martin Bergwerf replied

    I think so, because it uses one Data Transfer Modifier and if you select the whole model, you get overlapping UV's.

    It might be possible to use 3 UDIM tiles, but I have never used them and I am also  not sure if the script, as it is now, can handle them....

  • Kris Cannon(bravecookie7) replied

    Gotcha! Thanks for looking into it, again!

    I'll combine textures and UV maps and see where that takes me.