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FEATURE REQUESET: Basic modeling operators in Retopo


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Hello dear community,

wouldn't it be nice, if we have the possibility to cut entire loops in retopo? It would make things so much easier and save a lot of time.We could also use things lke face operators, that allow you to inset or bevel a retopo face during the process.

 

Best wishes,

Nicolas The Crocodile

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Yeah, what Tony said. You can see the tutorials for all the Retopo tools on the 3DC Youtube channel, listed here:

 

 

One in particular that has the inset/extrude functionality built in (had been banging the table for it, personally, for a few years) is the Transform tool

 

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On 13/08/2016 at 5:25 PM, Tony Nemo said:

Hmmmmm, the "Split Rings" tool cuts loops and the face tools allow extrusion outer and inner. Select the faces and the tools appear: Normal Extrude, Extrude Faces, Extrude verts, Intrude, shell and Free extrude.

 

For real time game modeling assets, the usage of retopo workflow to replace basic modeling is cluncky and almost un usable.

This involves too much clicks, select path should be automatic like Blender is doing,  deselecting should be done clicking outside of the mesh instead of clicking in the menu, etc ... also there is no context menu, so you must click each time in the left panel to choose the retopo tool you need.

This is not intuitive and not as fast as using Sketchup or Zbrush Zmodeler tools that has a context menu.

No one is using 3D coat Retopo tools to replace basic hard surface modeling to make real time game objects, instead we use modeling software.

Perhaps some day when 3D coat will be as fast and easy to use as Blender or Maya or sktechup for basic modeling.

 

Edited by Ratchet
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On 8/26/2016 at 1:57 AM, Ratchet said:

 

For real time game modeling assets, the usage of retopo workflow to replace basic modeling is cluncky and almost un usable.

This involves too much clicks, select path should be automatic like Blender is doing,  deselecting should be done clicking outside of the mesh instead of clicking in the menu, etc ... also there is no context menu, so you must click each time in the left panel to choose the retopo tool you need.

This is not intuitive and not as fast as using Sketchup or Zbrush Zmodeler tools that has a context menu.

No one is using 3D coat Retopo tools to replace basic hard surface modeling to make real time game objects, instead we use modeling software.

Perhaps some day when 3D coat will be as fast and easy to use as Blender or Maya or sktechup for basic modeling.

 

3D Coat was NEVER designed/intended to be a poly-modeling app. That is still the case today, even though Andrew has tried to add many polymodeling tools, so some BASIC modeling can be done in the app. Quite a lot of modeling can indeed be done, just between the SELECT tool and TRANSFORM tool, as you can extrude faces or edges on the fly, using a hotkey. The problem is in your expectation that 3D Coat should be another full-fledged poly-modeling app. You already have these tools in every major 3D app, including a free one (Blender). If you need more capacity than what you currently have in 3D Coat, you should install the Applink plugin to your preferred 3D app and use it and 3D Coat as extensions of each other. It works really well, to the point that you can easily send meshes back and forth between the two in a matter of a click or two.

In this video, you can now use the SHELL tool in the Retopo room, but this shows just how easy it is to send meshes to and from each app, to do different tasks if you need. Keep in mind, 3D Coat is already biting off a LOT by offering high level tools for Sculpting, Retopo, UV and Texture Painting. That's a tall, tall order, because there is fierce competition from apps that mainly specialize in just one of those tasks. 3D Coat has to compete with the likes of ZBrush for sculpting, then Substance Painter and Mari for Texture Painting, etc. 

Trying to insist that 3D Coat venture outside it's specialty and into the realm of polymodeling, to compete head to head with 3D apps that have been around for a few decades, is simply unrealistic. Andrew already has such a long "To Do" list involving Painting, UV Editing and Sculpting, that there simply isn't any way that he could add a more comprehensive list of polymodeling tools anytime soon.  Not trying to throw a cold bucket of water on your request. Just trying to keep it real.

 

 

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On 05/09/2016 at 1:27 PM, Carlosan said:

 

It's a good example of modeling in retopo.

However , this is limited detailling on painting room, because you can paint on the normal map only low surface height details ;

it will not work if you try to paint bevels and details on edges of the low poly model.

paint_bevel.jpg

Having an option to voxelize all separate low poly sub objects of the weapon as individuals Voxel Objects, would allow us to move from Retopo low poly modeling to voxels to detail each voxel parts individually before baking the normal map and painting.

Detailling Voxels allow you to have details on the normal map you'll not be able to paint on the normal map, or not as good.

 

 

Edited by Ratchet
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