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Forum: 3D Design
 Topic: Best way to apply vibrant colors to Full Color Sandstone
Best way to apply vibrant colors to Full Color Sandstone [message #94634] Thu, 24 July 2014 00:18 UTC
avatar BrettWoodard  is currently offline BrettWoodard
Messages: 3
Registered: March 2012
Go to my shop
Junior Member
I have been printing some models in Full Color Sandstone (FCS) and have a couple of questions about the best file format to export the models. I am from a computer aided design background, currently working with ViaCad9 and have no experience with UV color maps. To apply color, I have been setting the color of individual parts that make up the model and exporting using VRML2 (.WRL) format. Similar to the Radioactive Barrel posted below.


Assuming that I am not interested in more complex coloring (like gradients), are there any advantages to importing the model into other programs and creating UV color maps?

Sometimes, I feel like the colors I print do not always seem as vibrant as some of the colors done by other modelers on Shapeways and I was wondering if it was related to not using color maps.

I am willing to learn UV mapping, just not sure if it is a good idea for simple color schemes of parts. Appreciate any thoughts or suggestions.


Re: Best way to apply vibrant colors to Full Color Sandstone [message #94637 is a reply to message #94634 ] Thu, 24 July 2014 06:24 UTC
avatar mkroeker  is currently offline mkroeker
Messages: 1578
Registered: June 2012
Go to all my models
Senior Member
UV maps as such will not automatically make your colors more vibrant, all they do is provide a (relatively) easy means to add gradients and surface details that do not have to match the underlying mesh. So for your barrels, it could be that you are simply using a wrong shade of yellow. The zcorp printer does not reproduce all colors equally well - there are a few test palettes in the shops to check this and make it easier to find nice looking RGB values. If on the other hand you wanted to make a very rusty version of your barrel, uv mapping would be the only way to paint the spots on, unless you made your mesh extremely detailed just to have vertices in the right place that you could assign the colors to.



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