New Member makco Posted January 28, 2017 New Member Report Share Posted January 28, 2017 Dear 3D COAT Team, I used 3D coat for many different tasks, UV creation, painting voxel and mesh sculpting, etc. I run into a situation where i would really like to use a low poly model to create uvs on (as is much easier to create with lower poly of course), and then i would like to subdivide the model and do a bit of tweaking to it. I can use the tweak room but is quite limited, so it would be great to be able to use the sculpt room tools to do the work, or bring more tools to the tweak room... I tried a work around subdividing the mesh with the UVs in max, then import that mesh on the sculpt room, export to obj, import in max and morph (before morph i had to triangulate mesh as it gets triangulated from the export from 3D Coat) This in theory should work, but the vertex order changes and the morph does not work correctly... It would be great if you could import a mesh on the sculpt room and when exporting it without reducing it, it would be the exact same mesh, with same poly numbers and vertex orders.... so we could use the UVs already created. Just a request in case this could come on a future version. Thanks, M. 1 Quote Link to comment Share on other sites More sharing options...
Javis Posted January 28, 2017 Report Share Posted January 28, 2017 Hi makco! Unfortunately most this is impossible to do for a few reasons. OBJ format does not support morph maps/targets. Also as soon as you add one vertex, the whole vertex order is different, and therefore any vertex maps like a morph, will not work. UVs work with the OBJ format, and should still work in theory (Andrew would need to implement this of course), since you're just subdividing the mesh. But you'd have to stay in surface sculpt mode. As soon as you convert to voxels, that data would be lost. Your best chance is to bake a normal or displacement map from the high res to your current res mesh. This is the standard workflow pretty much everyone uses. You can import your mesh to sculpt on it, and then also import the same mesh (with UVs, etc.) in to the Retopo room, and bake the sculpt results when you're completed sculpting, to your retopo mesh. Keep in mind, you'll still lose your morph maps, OBJ does not support morphs. But LWO does, as long as you don't subdivide or add any verts, it will remain in the .LWO format. Quote Link to comment Share on other sites More sharing options...
New Member makco Posted January 28, 2017 Author New Member Report Share Posted January 28, 2017 Javis Thanks for the answer. I was hoping that the vertex numbers would stay as long as you sculpt not in voxels or liveclay... as know that will change the vertex numbers therefore morph wouldn't work... I would just be great to be able to add some details on a mesh that is fully unwraped and subdivided....currently I can add some details but using normal maps on the paint room, but it would be great to add some further mesh modifications with the great sculpt tools ( without using liveclay or voxels). Thanks again in any case. M. Quote Link to comment Share on other sites More sharing options...
Javis Posted January 29, 2017 Report Share Posted January 29, 2017 Hey again, pleasure to help, even if it's not positive. I agree with you, it would be a really great way to work. It's something that a number of us have asked for. I'm guessing it must be a bit far from trivial to implement. Quote Link to comment Share on other sites More sharing options...
Advanced Member tokikake Posted March 5, 2021 Advanced Member Report Share Posted March 5, 2021 (edited) I bump there should be way keep vertex order, Retopo(with UV) mesh A >> sculpt room , surace sculpt>> retrun to Retopo mesh B, meshA and meshB keep vertex count, (then ideally return as quad) and keep vertex order. Though 2021 seems offer way which improve how retopo mesh follow the sculpt mesh. https://www.youtube.com/watch?v=kbWlDtBGiGA&ab_channel=3DCoat But it not solve as true meaning. I do not think, If I use it, retopo mesh perfectly follow same vertex postion of sculpted mesh (when their resolution is same) Ideally we need kind of multi sub-D modifier, which can keep base as non destructive. At least we need way, when Retopo mesh already sub-divided as high-reso,, we can sculpt it directly with sculpt brush . (surface mode) Edited March 5, 2021 by tokikake Quote Link to comment Share on other sites More sharing options...
Advanced Member gbball Posted March 5, 2021 Advanced Member Report Share Posted March 5, 2021 (edited) I agree, I propose a Quad mode sculpt object layer type to go along with Surface mode and Voxel mode. Something with a very limited number of sculpting tools initially, but lets you work non-destructively, via sculpt layers and subdivision stepping. Ideally, leveraging the displacement-based sculpting workflow in the paint room. I wouldn't expect any of the boolean tools to be available, but it would be nice to have the following as a starting point Instancing (Imagine being able to instance several pieces of UV'd/Textured foliage or debris throughout your scene and then exporting it to Maya/Max/Blender?) Clay Draw Inflate Pinch (Similar implementation to surface mode) Move Transform The ability to step through subdivision levels, with the sculpt detail from each level stored within the level as displacement data. The ability to reproject from visible sculpt layers to the current sculpt And then add more from that point forward. This along with the Retopo and Modeling tools coming would be huge. Edited March 5, 2021 by gbball 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member tokikake Posted March 6, 2021 Advanced Member Report Share Posted March 6, 2021 I agree, gdball (my main purpose was generate VDM from sculpted and non sculpted mesh delta, then serch around related topics in forum , then found this request) So I just hope to sculpt with keep mesh vertex order. Then If sculpt brushes in retopo room will be offered, I hope it work better than old shape room (geometry editing room) brush, and it can use brush textures normal as same as sculpt room ^^; Anyway I may request again,, after 2021 released. (I understand, 3d coat dev team need to concentrate to fix or fine tune, already offered new tools for 2021 release (directly mail Andrew or open in mantis,, I do not know) I already made almost same topics in forum , sorry , if it bother others ^^; '(I could not think different thing, when I concentrate this issue) Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.