Reputable Contributor digman Posted July 13, 2013 Reputable Contributor Report Share Posted July 13, 2013 Z axis graphical retopo virtual mesh bug confirmed on Linux as well. If you apply symmetry under the retopo menu or left tool bar and then turn off virtual mode the real retopo mesh opacity is then correctly shown on the side that was incorrect. Yep, a bug for sure. Excellent work on your sculpture! Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted July 13, 2013 Author Advanced Member Report Share Posted July 13, 2013 Thanks Digman. So it was a known bug. Considering that a character model in video game always faces the +Z axis (well, most of the time), I should have pay attention to the axis from the start. I turned all the parts 90 degrees. I was a bit afraid to lose resolution in the details; it is a stupid belief related to Photoshop knowledge. In Photoshop when you manually rotate a pattern (not the default 90 degrees or 180 degrees rotation) it loses a bit of its definition. I thought something similar could happen in 3dCoat when rotating a model part, but no, that was OK. Quote Link to comment Share on other sites More sharing options...
Member BlackJack Posted July 13, 2013 Member Report Share Posted July 13, 2013 Nice job, man! Quote Link to comment Share on other sites More sharing options...
Member Fantome Posted July 14, 2013 Member Report Share Posted July 14, 2013 Very nice, great details! Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted July 15, 2013 Author Advanced Member Report Share Posted July 15, 2013 Thks! Just started the retopo. Hand retopo of course. No pain, no gain 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member wave of light Posted July 15, 2013 Advanced Member Report Share Posted July 15, 2013 Thks! Just started the retopo. Hand retopo of course. No pain, no gain Ouch, hand retopo... at least it's quite quick in 3DC. Looking good too. Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted July 15, 2013 Contributor Report Share Posted July 15, 2013 What I like in your work here is that you chose leather instead of steel. Apart of the extraordinary attention to details you introduced to your model, of course. Awesome stuff. Waiting for more. A question if I may. I've noticed the quads on your retopo mesh are almost perfectly square and evenly distributed. What technique do you use to make them look like that? Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted July 15, 2013 Advanced Member Report Share Posted July 15, 2013 Nice work. Manually retopo'ing anything in 3DC is way easier to me than just about any other program. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted July 15, 2013 Reputable Contributor Report Share Posted July 15, 2013 What I like in your work here is that you chose leather instead of steel. Apart of the extraordinary attention to details you introduced to your model, of course. Awesome stuff. Waiting for more. A question if I may. I've noticed the quads on your retopo mesh are almost perfectly square and evenly distributed. What technique do you use to make them look like that? Yes, Yes, How do you get those nice even quads... Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted July 15, 2013 Advanced Member Report Share Posted July 15, 2013 Yes, Yes, How do you get those nice even quads... By using some tris, maybe. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted July 16, 2013 Author Advanced Member Report Share Posted July 16, 2013 Ha ha. Thanks. Yes of course, 3dCoat is a wonderful tool for retopo. I liked Topogun too, but don't use it anymore (don't know much about new versions though) There's no secret about the model structure, and, as Michalis said, I use some tris here and there when I can't end a strip with a quad. It is all done by hand ("add" and "brush" mostly). But it is not perfect ---> little distortions on the hard parts which won't bend during animation or posing. Inside of the helmet is rough, etc... Quote Link to comment Share on other sites More sharing options...
Contributor TimmyZDesign Posted July 16, 2013 Contributor Report Share Posted July 16, 2013 (edited) A question if I may. I've noticed the quads on your retopo mesh are almost perfectly square and evenly distributed. What technique do you use to make them look like that? Holding down SHIFT while using the brush tool relaxes the retopo mesh into very nice and even distribution. Edited July 16, 2013 by TimmyZDesign Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted July 16, 2013 Reputable Contributor Report Share Posted July 16, 2013 Yes, Yes, How do you get those nice even quads... Relaxed the mesh a few times...? Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted July 16, 2013 Reputable Contributor Report Share Posted July 16, 2013 Ha ha. Thanks. Yes of course, 3dCoat is a wonderful tool for retopo. I liked Topogun too, but don't use it anymore (don't know much about new versions though) There's no secret about the model structure, and, as Michalis said, I use some tris here and there when I can't end a strip with a quad. It is all done by hand ("add" and "brush" mostly). But it is not perfect ---> little distortions on the hard parts which won't bend during animation or posing. Inside of the helmet is rough, etc... Nice work on this....and yeah, I've been asking Andrew for a Shell tool/modifier for the longest. Saves having to hand retopo inside an object with thickness, like a helmet and such. It's among the list of Retopo tool feature requests I've placed on Mantis. If you'd like to see some of these added, please make sure to add your support to the Mantis requests. http://3d-coat.com/forum/index.php?showtopic=14525 Here is a video showing some of them: http://www.screencast.com/users/dnashj33/folders/Camtasia%20Studio/media/fbedb2a5-761d-46a8-8fb6-5a66d95ea5d4 Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted July 16, 2013 Author Advanced Member Report Share Posted July 16, 2013 AbnRanger, Thanks for the video and guiding me through Mantis. The video is interesting. I like the the comparison between 3dCoat and 3dsMax when there is this talk about retopo tools. I wonder how an extrude geometry on the fly would behave in 3dsMax, upon an exported obj high model. I'm under the feeling that it is hard to ask those options to Andrew just now. The fail shown on the video with the extrude tool and the polygons going funky when they are moved along the tooth are probably related to a snapping problem that can't be solved easily. With those polygons created on the fly I don't see how it is possible to make them snap on one polygon rather than on one of the millions that are around. It is far different from asking an interpolation between two edges rings (add edge loop) because there is nothing to guide the new edge ring when pushing it towards the high model tooth. I don't know a soft able to do that. The demonstration made in Max is not made upon a high density model. What is shown is just extrude options without taking in count the snapping problem. But I agree that in the end, more subtle tweak tool would be nice in the retopo room. In the case described at 03:40, I would simply build a cylinder from the base of tooth to its end, then use "add edge loop" and "slide edge ring" to get the good shapes (plus "cap" to close the shape). There are minor bugs in the retopo room that should be fixed before asking new features, no? The symmetry that works only with the X axis on for example. I'm gonna have a look at the Mantis list now. I've been lazy about it for too long. But forgive me, it is also because I do debugging all day long at my company. I'll try to do something as much as I can. Cheers! Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted July 16, 2013 Advanced Member Report Share Posted July 16, 2013 Have any of you tried using VoxLayer and painting over the area of the item you want to shell? Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted July 16, 2013 Author Advanced Member Report Share Posted July 16, 2013 Alvordr, I don't get it. Is VoxLayer useful to handle retopo problems? Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted July 16, 2013 Advanced Member Report Share Posted July 16, 2013 No, I misunderstood what AbnRanger was after...now that I see it's a retopo shell, this makes sense. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted July 19, 2013 Reputable Contributor Report Share Posted July 19, 2013 No, I misunderstood what AbnRanger was after...now that I see it's a retopo shell, this makes sense. This video might shed some light on the topic. http://www.youtube.com/watch?v=BRIsbjasqe4&feature=c4-overview-vl&list=PLFC4A8709F8CFA8F3 Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted September 17, 2013 Author Advanced Member Report Share Posted September 17, 2013 I'm not dead Too much work at the company... One hour on the footman retopo: Quote Link to comment Share on other sites More sharing options...
Carlosan Posted September 17, 2013 Report Share Posted September 17, 2013 manual or auto retopo ? looks great Quote Link to comment Share on other sites More sharing options...
Advanced Member Pix Jigsaw Posted September 19, 2013 Advanced Member Report Share Posted September 19, 2013 Good to see you posting Garagarape. Looking forward to seeing more on your project Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted September 19, 2013 Author Advanced Member Report Share Posted September 19, 2013 Hi there! It's manual retopo (French don't drive Automatic stuff heh!) I'll try to work a little on this guy during the week-end and also take time to look at new works and threads on the forum. See you! Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted September 22, 2013 Author Advanced Member Report Share Posted September 22, 2013 Still not done with the retopo, but made a bake test (Auto seams --> NM bake 2048X2048): Quote Link to comment Share on other sites More sharing options...
Contributor artman Posted September 22, 2013 Contributor Report Share Posted September 22, 2013 very clean bake for auto seams! probably because you made very good retopo.. looks great! Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted September 23, 2013 Author Advanced Member Report Share Posted September 23, 2013 Hi Artman! No, the model is not that clean. It is full of stretched quads and triangles... I ran out of patience this time. Anyway, this one won't be put in a game engine. It's just for fun. I'll try to make descent uv layout at least. Quote Link to comment Share on other sites More sharing options...
Advanced Member gbball Posted September 23, 2013 Advanced Member Report Share Posted September 23, 2013 Awesome! Looking good! Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted September 23, 2013 Contributor Report Share Posted September 23, 2013 I would love to see him animated. Quote Link to comment Share on other sites More sharing options...
Contributor TimmyZDesign Posted September 24, 2013 Contributor Report Share Posted September 24, 2013 Very nice bake! Nice model overall! Yes, your retopo is a little strange here and there, but I'm thinking that it won't really matter much even if it is animated. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted September 24, 2013 Author Advanced Member Report Share Posted September 24, 2013 Thanks! Now the Uvs work is done. Also tried a NM bake in 3dc without splitting parts. Few artifacts left, but I know how to fix them. It is tomorrow work. Yes Tony, I'll try to animate it. 1 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.