AbnRanger

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    Dnashj33
  1. Retopo work isn't all that calculation intensive. Pushing or painting thousands of polygons at the same time...that is, and it's why it's multi-threaded. Some users think something is wrong with 3D Coat when their cores are maxed out and others assume something is wrong when they aren't. If you are using the CUDA version and have an NVidia card, using the Voxel Brushes invokes CUDA, so why would the CPU cores be maxed out if your graphics card is doing the heavy lifting? Most of the app is multi-threaded, but not every task can benefit from Multi-threading. It's that way in every 3D app.
  2. AO uses the GPU for computation. And some tasks, such as Retopo work, is single-threaded, because not everything can be executed in parallel (multi-threaded).
  3. Andrew, we need some option for AMD CPU's because they finally caught up to Intel in a big way. Their Ryzen 7 1700X/1800X chips beat Intel's $1000 CPU, 6900k, in many benchmarks....and costs 1/3 that price. So, for the average user, AMD makes a ton of sense. I've been waiting on this chip for over a year now, and it's highly disappointing to know it is going to be hamstrung in 3D Coat because Intel is favored over AMD. I have been using an i7 970 for the past 4yrs waiting to upgrade when Intel decided to offer something worth upgrading to, that was reasonably priced. They haven't. AMD stepped up this time. Maybe parallelized code can be recompiled to OpenCL so it not only is GPU accelerated, but is brand agnostic? https://developer.amd.com/wordpress/media/2012/10/OpenCL_Parallel_Computing_for_CPUs_and_GPUs_201003.pdf
  4. I don't think there is tool reset option. I have long wised Andrew would add this. I don't often need it, but it can be a PITA when you do.
  5. No. I've not done a car, but have modeled plenty of hard surface objects, like spacecraft, weapons, helmets, etc. The process is the same. To be honest, I would probably not choose to model an automobile in 3D Coat, at all. Just about anything else, but I would use 3ds Max to model it, because polymodeling is a bit more suited to handle some of the nuanced shapes involved. Having vertex level control while constructing would be the ideal way to work. Having said that, if Andrew would ever add Soft/Gradient selection in the Retopo room, then the Polymodeling capabilities in that workspace would be more than adequate to create an automobile in 3D Coat. I'd like to see a BRIDGE tool as well. Both of those would help make 3D Coat a fairly capable polymodeling solution, to compliment the ease of Voxel modeling.
  6. One thing that one needs to remember is that none of these Auto-Retopo engines work on a single sided shell....such as the body of a car. It needs some thickness. To be honest, that is where Manual Retopo comes in. Just sketch out your topology with the Strokes tool > hit ENTER and you're pretty much done.
  7. Could you record a video showing the areas you are struggling with and share it, here? Like Tony said, and this goes for any software...not just 3D Coat...it's far more beneficial for you and those who may want to help, to give specifics and even record the issues you experiencing, because the community cannot make much out of "Retopo in 3D Coat sucks." There are a lot of people using it in production, when they could easily use something else. There are a lot of good Retopo tools out there, and the fact that a many industry veterans choose to use 3D Coat mainly for Retopo work, would indicate says it doesn't suck. I would try to help, but I don't know where to start. We have to have more to go on. Perhaps "Instant Meshes" is better suited to your preferences or expectations? If Auto-Retopo wasn't working for me and I didn't have time for manual Retopo, that might be the first alternative I would turn to. Direct Download link for Instant Meshes: https://github.com/wjakob/instant-meshes/archive/master.zip
  8. That and SMOOTH SELECTION in the Pose tool. It is practically useless. We really need a GROW/SHRINK selection and a very robust Smooth Selection, to make the Pose tool more user friendly. It's a bigger hassle than it needs to be, currently.
  9. When I get something like that...which is very rare, I typically reboot the PC. It tends to reset things
  10. You have to simplify things for an algorithm. That's the case no matter what app you might use, that has some kind of Auto-Retopo. You are trying to throw too much at it, at once. All those ribs/details are increasing the amount of complexity and therefore increasing the degree of difficulty. It can probably handle each part, ok, but not at 1000 polys for the whole thing. Did you watch the video posted above? It mentions/demonstrates these things. If all of that is on one layer, switch to Surface mode (if it's not already) > go to the GEOMETRY menu (Sculpt Room) > OBJECTIFY (SEPARATE). Now, on each individual layer, click SMOOTH ALL at the bottom of the tool panel > run Auto-Retopo. Maybe 1000 per object, if not more.
  11. Rules of Thumb for using Auto-Retopo successfully: 1) Keep parts separate on their own layer, when feasible. 2) Create a lower resolution Dummy copy and Fill or smooth surface details that you do not geometry to represent (ie. Normal Map details). 3) Try a little higher poly count than you think you need. Going too low can make Auto-Retopo fail. 4) Before running Auto-Retopo, it is a good idea to RMB click the layer > FILL VOIDS....in case it has any small internal pockets. These can cause issues with Auto-Retopo. 5) If the model is Symmetrical, enable Symmetry before running Auto-Retopo 5) If the first attempt doesn't yield satisfactory results, retry and add some stroke guides to help tell 3D Coat how you want your topology to flow
  12. You might also try a technique like this: When you export the low poly targets from the Retopo room, if you store each phoneme/viseme as a Retopo mesh layer, just hide the ones you are not actively working on, as you go. Then, if you want to export them all as one obj file, go to RETOPO menu > EXPORT. It will export each mesh in the scene, as one OBJ file. You can store them in their own OBJ files, separately, by dragging and dropping each layer into the Models Pallet (would be a good idea to create a new project folder to keep them all in). You can find them in the "MyDocs/3D Coat V4.7/Vox Stamps directory. If you store them in the Retopo Models pallet, then there will be a subfolder there with them in it. If it's the MODELS pallet that is normally for the SCULPT workspace, then they would be in the OBJECT subfolder.
  13. You could use the HIDE tool in Voxel mode to hide parts of the body that you don't want auto retopo'ed, when creating a quick cloth mesh. Similar approach as you see here: