Blender Pointer Please?

I am just starting to try and crack the Blender nut. All I need is a simple flattened cube with a hole through it to import as an OBJ to DAZ. I can create it easily enough in Blender with Boolean difference, and then I create a single material zone, but every time I import into DAZ the hole is basically filled in. If I tilt the model in DAZ I can just see the edge of the hole's curve in the shape but other than that it appears to just be a flattened cube, no hole.

What am I missing?

Thanks

Comments

  • GordigGordig Posts: 10,689

    Have you checked the surface settings? Maybe the hole is a surface that you can make transparent.

  • No, there's only one material zone, which for some reason includes both the flattened cube AND the hole in the middle of it, which should have no geometry. If I drop cutout opacity of the one material zone, the whole shape disappears.

  • Cris PalominoCris Palomino Posts: 12,759
    edited October 2019

    I had the same thing happen and then thought that perhaps it was ngons and that was it. I used Triangulate in Blender and then Tris to Quads and exported and success in Studio.

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    Post edited by Cris Palomino on
  • That sounds very promising. Thanks! I will try to figure out how to do that. I'm clearly no modeling guru, but I did look at the OBJ in wireframe mode and see geometry crossing the hole, which ain't right.

    Square with hole.png
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  • Hot damn, that did the trick. Thanks Cris!

  • Cris PalominoCris Palomino Posts: 12,759

    yes

  • I had the same thing happen and then thought that perhaps it was ngons and that was it. I used Triangulate in Blender and then Tris to Quads and exported and success in Studio.

    I don't think that 'Tris to Quads' will have much effect on the triangulated mesh, at least on the faces with the holes in them, and I wonder if that might cause some shading issues at the outer corners.  A Remesh modifier with default settings will give you all quads, though a few around the edge of the hole have convex edges.  Also worth looking at the 'Circle' operator offered by the Loop Tools addon: this can makes a circle out of a square of edges, so if you do that on two opposing sides of a (subdivided) cube, then delete the faces within the circles and finally bridge the edge loops that form the holes, you get quite good topology, all quads with no convex edges.

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