How to Export NURBS models into Blender

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  • Опубликовано: 8 сен 2024
  • In this video, I'll demonstrate the proper way to use NURBS/poly-based software together.
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Комментарии • 40

  • @Albert_Riseal
    @Albert_Riseal 3 года назад +14

    How great would be when Blender adds an integrated CAD-nurbs mode, to speed up some complex beveled designs. I love Blender, but I also love engineering tools and high precision cad softwares.

  • @Outmind01
    @Outmind01 3 года назад +6

    Oh my god. those letters look sublime.

  • @driggsy
    @driggsy 10 месяцев назад +1

    Seeing that export topology has me feeling some type of way 😳 Super excited to try out MoI

  • @uzairbukhari99
    @uzairbukhari99 3 года назад +3

    Wow! the topology was so good. More tuts on moi3d or fusion 360 would be awesome

  • @Penguinz4LOLZ
    @Penguinz4LOLZ 3 года назад +2

    Excellent video! Definitely impressed with Moi3D's export features. It's very important to remember that Nurbs and Polygonal modeling software's aren't exclusionary. I've experimented a bit with importing polygonal models into Fusion and the re-topology process is actually quite simple. So if you needed like a nurbs model with a ton of insets and extrusions it would be way faster to do that in a polygonal software and then import it into a nurbs software afterwards. Vice versa when it comes to adding a bunch of boolean operations with a ton of bevels.

  • @kyounokuma
    @kyounokuma 3 года назад

    Wow! That was fast. Thank you. The reason I asked about your Moi to Blender workflow is that a lot of NURBS modeling packages don't have a very good poly exporter. Moi seems to have a pretty nice one though. With a lot of other packages, you pretty much have to do a lot of manual tessellation to assure that you end up with a useable topology.

  • @Web3DArtist
    @Web3DArtist 3 года назад +5

    If you want to not have a destructive bevel in Blender, just don't add a bevel in Moi3D and when you import it into Blender, you can add a bevel modifier and have a non-destructive bevel.

  • @localstout
    @localstout 3 года назад +3

    You should try modelling some of your old tutorials in MOI. I've done this a number of times and MOI really seems much simpler and faster. Not so much time fixing geo. Importing to Blender is totally easy too! Mx and Michael Gibson should do some collab on getting a Moi to Blender bridge a reality.

  • @blenderzone5446
    @blenderzone5446 3 года назад +1

    thanks for sharing mate!

  • @DamianMathew
    @DamianMathew 3 года назад +2

    I have a lot of issues with fbx to blender. Also, I try to avoid supporting Autodesk where I can.

    • @damnman7226
      @damnman7226 3 года назад

      Rhino3d? Try it out its not cheap but the company is good

  • @myxsys
    @myxsys 3 года назад +1

    I was learning Fusion 360 for nurbs modelling, however it has 2 main issues:
    1. It requires an online connection at least every 2 days otherwise it would refuse to launch. Plus the updates are very frequent
    2. The FBX export option produced meshes with terrible topology
    I see now why learning Moi 3D is the better option

  • @BadaBing_
    @BadaBing_ 3 года назад

    Well...that's answers my question from last video....thanks man ;)

  • @PhillipBeauchamp
    @PhillipBeauchamp 3 года назад

    Hey! That’s my workflow too!

  • @musicandhappinessbyjo795
    @musicandhappinessbyjo795 3 года назад +3

    Do you already have a tutorial about converting this to a low poly model. (Game asset)

    • @memnok9980
      @memnok9980 3 года назад +2

      Use the export sliders to get the low resolution and export as Ngon, use triangulate modifier in blender and done. There is often times a small amount of clean up. Meshmachine often speeds that process up. Cheers.

    • @musicandhappinessbyjo795
      @musicandhappinessbyjo795 3 года назад +1

      @@memnok9980 thanks for tutorial😆

  • @alexxxx1448
    @alexxxx1448 2 года назад

    Very useful 🙏🏼✌️✌️

  • @Wardson
    @Wardson 3 года назад

    This pops a question in my mind. In Fusion360 or Moi it works as vectoral math calculations whereas Blender or Maya work as polygonal editing. However when we export from Moi, the software still triangulates (turns it into polygons) so that we can use in external software. Yet we see no shading issues whatsoever just like you've shown. This means that triangulation in those softwares are simply better at turning things into tris. So can't Blender and Maya improve the triangulation in their system so at least we won't have issues while exporting for let's say baking in Marmoset or texturing in Substance? I had exactly this NURBS idea (I'm surprised you made videos about it after :D ) and did it around a month ago with Fusion360 and everything looked so clean from topology to bakes. It's such a time saver, it just takes those softwares simply aren't as good when it comes to modeling stuff. Great video as always! Thanks!

  • @THSV275
    @THSV275 3 года назад +1

    Does anyone know if Rhino 6/7 can export ngon meshes like Moi can?
    I know that 7 has a quad remesher thats supposedly great but I haven't been able to get the same quality/versatility as can be seen here with Ngon.

    • @LoboRhino3D
      @LoboRhino3D Год назад

      Looking for something similar too!

    • @3runjosh
      @3runjosh Год назад

      not in my experience. I have just exported the .step file from rhino to moi and then exported to mesh. I am questioning using Rhino over Moi3D now since I don't need to do any manufacturing.

  • @IchBinJager
    @IchBinJager 3 года назад

    Is working with a NURBS program like Moi then exporting to Blender a fast way to make high polys? Like do I still need to create support edges if I export to Blender, the support edge business being in Blender afterwards?

  • @lanzsantos_
    @lanzsantos_ Год назад

    Have you tried unwrapping these models in Rizom UV?

  • @jubonju
    @jubonju Год назад

    I use Rhino 3d. Will the exported FBX file to Blender 3d be able to be UV unwrapped and textured in blender easily?

  • @nonameishere7234
    @nonameishere7234 2 года назад

    Hey. Great workflow. I never saw the Ngons option in any of Alias or solidworks. Is there ? I have to check again. I use blender occasionally I was struggling with artifacts and bad topology for months 🤦

    • @JoshGambrell
      @JoshGambrell  2 года назад

      I have no clue how those exporters work. My roommate works in solidworks for engineering, i could ask

  • @maikyh3000
    @maikyh3000 2 года назад

    I'm using the Moi3d V4 and the newest blender but I'm getting a "version 6100 unsupported must be 7100 or later" message when importing my fbx file into blender. Anyone know what the issue might be?

  • @020
    @020 3 года назад

    what about modeling with nurbs in blender

  • @IchBinJager
    @IchBinJager 3 года назад +1

    Are there any free NURBS software besides Moi that can export to Blender?

    • @RobertNilsson
      @RobertNilsson 3 года назад

      Is moi free?

    • @IchBinJager
      @IchBinJager 3 года назад

      @@RobertNilsson No, unfortunately.

    • @IchBinJager
      @IchBinJager 2 года назад

      @Mike Partington Thanks. Not sure this does work for making HPs though, which was what I was praying. But oh well, life is often not so kind.

    • @IchBinJager
      @IchBinJager 2 года назад

      @Mike Partington Maybe. I don't know if this works to make high poly models to bake to a low one, which was the main thing I wanted. Pity. If it did, my life would be way easier not worrying about subdiv and control edges, etc.

  • @stuffy.design
    @stuffy.design 3 года назад +2

    epiq

  • @TheSamucacs
    @TheSamucacs 2 года назад

    what blender addon are u using?

  • @andregustavoantunes
    @andregustavoantunes 3 года назад

    Josh, what's the software you are using for NURBS?!