8/1/2023 0 Comments 3d coat auto retopo splineJust using the Split Rings tool will snap to the surface and you get nice alignments very easily. Now if you route out some areas in sculpt, when you go back to retopo you can subdivide the cube and move the inner points to match the routed areas. You now have a flattened, perfect cube in retopo room, and the same shape in sculpt (with slightly rounded edges). Then when you go to sculpt room and import, it exactly fills the retopo mesh (to the limits of the layer resolution, which you can crank up a bit). create the retopo first, from a primitive. ![]() Push the middle points around a bit, leave the 8 points of the flattened cube on the corners, of course. ill have to make it in another program then import it to 3dcoat to uv and paint but it will be another time, im new to 3d coat also so i appreciate you suggestion i may give it a try anyway. I have put it aside as i wasted too many days trying to find away to do it. it doesnt snap to the exact edge of anything, meaning if i have two parts of path for example that will be butting up against each other in another platform, the mesh has to be exact or it will stand out very clearly when its put together, the mesh i am trying to retopo still has a rounded edge to it even at extremely high resolution so when i do the retopo by decimation which is the only viable way ive found to do it, it calculates the rounded part too and i end up with a mess. You can then do some cuts with limited depth, and go back to the retopo room and either bake the high poly detail into the normals, or you can use split ring tool to subdivide the retopo object, select individual faces and transform them, and generally push the points around a bit?Įven if i were to, the act of pushing the points around a bit makes it out of alignment. but have you tried creating a flattened cube in the retopo room from its cube primitive FIRST, then going to the sculpt room and importing the retopo object to the sculpt room? This'll give you the exact right dimensions, and your retopo object now matches the sculpt object exactly. I'm fairly new to 3d coat so forgive if I'm off here. shouldn't snapping to an exact point be a feature. ![]() why does it have retopo by decimation for hardsurface if you cant hardsurface model. its a great program for organic but i really wish 3d coat was less confusing on its capabilities. what a waste of time ive made all because the videos say you can hardsurface model. I think it would be especially helpful on AutoRetopo generated meshes, as well as an option when directly exporting a voxel object as "Dense Quads." A reverse subdivision routine could make that an exceptionally handy feature.3D coat should stop marketing its program as possible to do hard surface modelling then or make some changes. Something I've asked Andrew about before. I think areas that are relatively planar or with very little curvature/contrasting angles should get very few edgeloops. Just the inherent uniform distribution made it so. It's good for some things, but it was never a good option for character models. This is the kind of refinement I was hoping Andrew would look into after V4 was officially released. Previously, the thought was that it's just too difficult of a puzzle to solve. I actually think it's good that Pixologic did this. Sketch it out > hit ENTER, and it's done.Īdd the ability to auto retopologise but place an edgeloop exactly along a stroke guide It is something of an intermediate Auto-Retopo tool, itself, and you get absolute control of your topology. Using Auto-Retopo can make a lot of tedious, boring objects a snap to do.Ĥ) Use the Strokes tool when in doubt about using Auto-Retopo. These objects may not be all that complicated, but combined, they can eat up a lot of modeling time, nonetheless. More often than not, you'll be glad you did. ![]() It tries to keep a relatively even distribution of polygons, which isn't ideal for a hard surface models or animated characters.ģ) On secondary objects or primitive shaped objects.like belts, belt-buckles, bracelets, buttons, hoses armor plates, etc. Unless you get good at cleaning up a lot of extra loops and n-gons. That is:ġ) Do not attempt on clothing (for one thing most dynamics engines want one sided geometry)Ģ) Do not attempt to use for a character that will have to be rigged, skinned and animated. I use a general rule of thumb as to whether I even attempt to use Auto-retopo. I find that adding a second loop close to another helps in this regard.but there is certainly room for improvement. ![]() A similar request has been made to force and edgeloop where strokes are laid down. Now that ZBrush and Mudbox have copied 3D Coat's Auto-Retopology tools, I'll ask Andrew if he can make some improvements/modifications that allow better results, like this.
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