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3D-Coat 3.3 updates thread


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Ok, auto retopo for characters looks great. But still the characters - it is the characters. This is a piece-work, and most of the time there is spent not on toplogy, but design / modeling / rigging and animation of course. Besides, not every animator approve automatic topology.

I am worry about another sort of models (level elements, greebles). That is created in large numbers, and making topology exceeds the modeling time.

post-1407-12802481819948_thumb.jpg

post-1407-12802482069883_thumb.jpg

Actually, no idea where on such models may be a control lines for the super algorithm, and it makes me sad. I'm afraid I'll be outside playing with that nice toy :(

I can understand you. But be patient please and wait for a test version.

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Really interesting results!

Not perfect of course,but it's a good start.

What I find intesting is the idea to give control over the remeshing,I'm following quad remeshing since years and I have tried also some program(like Graphite,where you can do a global parameterization of the surface)but

control is really low,it works a bit but not really usefull.

From an user point of view there is the need to control loops,symmetry and also density(locally,I think this is hard to do,but it's related to how the loops are done),the more we are close to this the more useful can be the remeshing.

Thank you very much for the hard work.

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I think once you get your hands on the auto retopo, you'll be pleasantly surprised. What you see is of course, just the tip of the iceberg. It's pretty neat. We've been showing it and talking about it here at Siggraph.

It's attracting many, many people.

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I can't wait for it, It is the one thing I am most excited about. :clapping:

Andrew has already granted many wishes with the multilevel sculpting and the speed at which 3D Coat changes back from surface to Voxels is sooooooo much faster than it was.

I am working on a sculpt of Samuel L Jackson at the moment and I will be presenting it in Wirefusion or Unity. The current Retopo method isn't a massive headache anyway but these video's..... Wow!

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Found this:

http://vimeo.com/13652970

i think the results are pretty cool.

Maybe some little editing especially for faces could be required, but you surely gain a lot of time for organics.

for inorganic works i dunno, making the base in traditional 3d apps helps a lot for precision,

but even there, if it does a good job, can be useful for props.

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All goes well on SIGGRAPH! Peoples are really excited.

I uploaded 3.3.09 with new Quadrangulation routine (still slightly raw). Symmetry is supported, but not excellent. I already made is very good, but will upload it after getting back from SIGGRAPH. To use new feature go to retopo strokes, add strokes if need, then VoxTree->RMB->Quadrangulate.

Only Win build uploaded, OXS and Linux - shortly after getting back, need to make some additional licensing stuff.

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All goes well on SIGGRAPH! Peoples are really excited.

I uploaded 3.3.09 with new Quadrangulation routine (still slightly raw). Symmetry is supported, but not excellent. I already made is very good, but will upload it after getting back from SIGGRAPH. To use new feature go to retopo strokes, add strokes if need, then VoxTree->RMB->Quadrangulate.

Only Win build uploaded, OXS and Linux - shortly after getting back, need to make some additional licensing stuff.

Thanks Andrew!

Downloading now. I finished a retopo today using the old way and uploaded it as a 3D presentation. Feel free to take a look: http://www.mrmdesign.com/samueljackson.html

I think it would be possible to create a gallery of interactive 3D Coat work using this workflow.

Enjoy your time at SIGGRAPH.

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Thanks for the new update, but please please make it quicker and simpler to access and not this longwinded path through various menues, windows, dialogueboxes and submenues to reach the quadrangulatefunction.

/ Magnus

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Thanks for the new update, but please please make it quicker and simpler to access and not this longwinded path through various menues, windows, dialogueboxes and submenues to reach the quadrangulatefunction.

/ Magnus

I agree it is a little weird having to jump back to the Voxel room.

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Looks like an awesome start to a great new feature.

It also looks like, not only will the tool improve as Andrew tweaks it, but as we as users get a grip on how best to use it and control it...kind of almost like a new modeling beast in that way. I really like the semi-manual idea to it now, as there are a lot of times you just can't trust what the computer wants to do esp the more complex the sculpt/mesh is.

Glad to hear Siggraph is going well! Looking forward to some shots of the goings on via the show floor.

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Saying something positive, maybe should add:

- preview for "intermidiate resolution" result mesh before start process.

- handle for object separated apart

- do something with hang up on sphere primitive.

In total, absolutely disappointed. It cant handle tiny detail at all, regardless using control lines or not.

Another shiny toy for newbies :( Sorry, Andrew, but thats true.

P.S. feel free to delete this post, as not to interfere with your glory.

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Sorry, Andrew, but thats true.

Sorry Tinker, that's utter nonsense.

1) you have just tested a a raw prototype.

2) Even with this raw prototype I've just brought an organic Voxel-Sculpt to Nurbs via Tsplines

and could even Shell the outcoming polysurface. I did not even have to add manual strokes to the

Topology. Why do so many people tend to believe that it is only their personal workflow which counts?

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I do see one ngon and, for me, I would use a stroke at the base of curves to avoid bent polygons. :unsure:

:pardon:

I wasn't trying to say it was perfect. I was just saying that it was nice considering I didn't add any strokes. Or adjust the edges with the retopo brush (my preferred option).

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I think somebody expects too much from this retopo feature. I suppose it useful for fast making lo-poly basemeshes for further detailed sculpting them in Zbrush, because in Zbrush itself Adaptive skin with Zspheres generates meshes with lower quality, which is not quite nice to sculpt. As for hard surface retopo i think that it may past some time before it could be possible to make lo-poly from high-poly fully in automatic mode, its not simple task. Anyway i like new retopo, looks promising for organic modeling. Topogun seems useless now.

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