Kitbash3d question

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  • #1632149
    barc
    Participant
    Rank: Rank 4

    While we have quite a few of these kits here, they seem to be .fbx format. Has anyone successfully converted these files to .obj and used them in DS with the textures intact? Can anyone point to a good, detailed tutorial that shows how to import the fbx files, deconstruct the single object into separate objects, work on one object at a time, apply uv's from Kitbash (excellent high-detailed texture maps) and then save the single objects one at a time?

    All I've found are 4 step, high-level stuff that leaves much out.

    I have imported the fbx into blender, exported it as an obj and loaded it into DS, but it exports from blender and imports in DS as one single object and not the 44 buildings and props that I want to use separately.

    Thanks!

    #1632859
    Hodor
    Participant
    Rank: Rank-1

    If you manage to import the FBX into Blender, select the building or object you want to export in the viewport, then at the export menu options check selection only. then blender will export just the one that is selected. Repeat for another one.

    I cant even load the fuckin large FBX files into Blender, 700 MB!! FFS!

    #1633236
    barc
    Participant
    Rank: Rank 4

    Thanks Hodor. I'll give it a try. When it loads in blender, it loads as one big group, but it does load and I can manipulate the models.

    #1633519
    barc
    Participant
    Rank: Rank 4

    @hodor, success! Have to inport the fbx into blender, then export only the one building. I had to make sure that I selected 'copy' for "Path Mode" and clicked on the 'embedded textures' button next to it. Then selected "Selected Objects" and exported the original inclusive fbx as an fbx (yep, exported as an fbx). Then imported into DS as an fbx, moved the building into the center and saved it as a 'Support Asset==>Scene Asset'. All textures and structures saved and are reloadable in the center when opened. Didn't even have to screw with the scale. It imported perfectly.

    If you can get the fbx to open in blender, you should be good to go.

    Tried to post a couple of images from postimg.cc but this site is fickle as shit when it comes to posting images.

    #1633552
    Hodor
    Participant
    Rank: Rank-1

    Glad it worked for you. I only have one problem really, and that is the very large file size. It is indeed very impractical to put everything in one huge scene..

    #1635093
    Hodor
    Participant
    Rank: Rank-1

    @LivingPixels Wanna bet that all separate files will load in faster than a huge one?
    Plus, you will want to use a specific building or more, not EVERY SINGLE ONE of them, right? You will end up waiting several minutes to load, just to be exporting few of them afterwards. Meh.

    Each separate buildings, with a preview jpg would be best.

    Do not confuse a .blend file, even a 2gb one, which opens crazy fast in Blender, with a compressed FBX that needs tons of RAM to decompress.
    So, lets take Kitbash3d_Warzone2.FBX for instance, which is 724 MB. It took over 4 minutes to load, ended up using 6GB of RAM. (i7-7700K @ 4.2GHz, 16gig RAM and SSD)
    For the record, i needed just 3 buildings for my DAZ scene.

    fine and snappy MY ASS

    I believe "professional" artist also find this at least annoying, if not problematic.

    #1635124
    barc
    Participant
    Rank: Rank 4

    @hodor, after I converted the original k-bash Aftermath package into standalone building models in blender and exported them as individual fbx models, their sizes were pretty big (80 mb - 800 mb). Of course, they exported with all their textures mapped in the models. The original Aftermath kit was 1.8 gb but after blender conversion, that grew to 28 gb. That was a killer on my SDD as I want to do this with all the k'bash kits that I've since d/l'ed.

    So I ended up reimporting the original kit into blender and exporting each building as an obj. I then had to apply all the individual texture maps to the buildings in DS and save them as scene assets.

    The buildings are low-poly, but they're buildings, so who cares? They look almost identical to the fbx hi-poly counterparts in renders and if I need a high-poly version of a single building, I can always go back and import it from the original kit as an fbx.

    The entire Aftermath kit as obj's with texture maps is 1.3 gb.

    #1635137
    Hodor
    Participant
    Rank: Rank-1

    the files are so big because there are double faces and vertices in the original k-bash models. I don't know why they do that. Perhaps it's a side effect of the file format conversion.

    In Blender, you can select one building or all its parts, merge them into one object. Then in Edit Mode select all with A, then clean up overlapping geometry by merging by distance. you will see a notification that ten thousands of vertices have been merged.

    Now then, export that object and it will have a normal size compared to it's true mesh density.
    Yet another reason why I don't like the kitbash packaging.

    #1635142
    Hodor
    Participant
    Rank: Rank-1

    additionally, the textures are shared for all buildings. packing the textures in each one model seems unnecessary. FBX is usually used when there is an Armature and/or animation. I'd use OBJ.

    Ahh arguing on the internet is so much fun eh.. :))

    #1635254
    barc
    Participant
    Rank: Rank 4

    I don't think we're arguing. We are agreeing. I used obj. They're buildings. They don't need double-sided faces (interior imaging perhaps)? obj's have proven much more functional.

    Done with Aftermath. Moving on to Wild West. I have 30 kits I have to transform. Busy, busy, busy.

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