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erklaerbar

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Posts posted by erklaerbar

  1. thank you, GED! They still look a bit blocky, look close :) The exported mesh was 10 mio polys, before i decimated it with decimation master.

    artman, thank you!

    Robert, thank you!. I smooth never ever during modelling (regardless of artifacts). Then before export i smooth twice to get rid of artifacts. That way plus working with high resolution is the "trick". And if i still see something blocky in final render, then i retouch it quickly in PS. No hidden magic, sorry :pardon:

  2. Was just doing some work with planar projections and needed to rotate my voxel mesh a perfect 90 degrees but found no way of doing this. The numerical editor for each axis isn't relative to world coordinates. It would be nice to type in 90 or 180 to rotate the object exactly. Or a nice snap/degree button like in 3dsmax.

    ctrl + left mouse + shift = snap to perfect side-view

    Would be fun. However using the keypad for cameraposition works too for me (although i always have to toggle through to find the one i search)

    PS: Thank you Andrew, glad to see youre working on improvements of existing tools :)

  3. hi,

    im often waiting long times for merge to voxel operations (i.e. from applying wrap mode) in 3DC. Question: would a no-undo mode speed up things significantly? If so, could it be easily implemented? Are there other/better ideas to speed merging to voxels up? questions over questions ...

  4. cakeller, hehe, thank you!

    Taros, danke Dir!

    The cool thing is you can create such things really fast, what takes most time is calculation inside 3DC when you work on higher res, not the modelling itself.

  5. thats true, but its the autoseams/autoUV that isnt working fully automatic, not quadrangulation :) Quadrangulation is just fine here.

    Lets consider an example:

    1. add a ear to a sphere in voxels
    2. now press quadrangulate and paint
    3. you will have selfintersecting clusters on the UV map, and thus artifacts on the baked texture

    so currently there is no satisfactory autoUV, you HAVE to map manually. I however would like to have this automated without problems. Currently it is automated but useless in this state, except you automap a sphere or a similarly simple mesh.

  6. hmm, i dont get crashes. Its just that its impossible to manually unwrap a 200k poly mesh. So a really automatic solution would be extremely helpful and save a lot of time here. As said, autoseams has problems currently with certain topologies (such as ears attached to head). It essentially makes the whole automatic workflow, voxels to painting, not working. Its a real showstopper and breaks the whole pipeline that 3DC has incorporated for voxel conversion. Since you will get horrible baking artifacts of course with selfoverlapping clusters.

  7. Hi,

    one problem i came across is that "autoseams" and "automapping" usually creates overlapping texture projections (i.e. its impossible to automatically unwrap an ear attached to the head). It always requires user intervention. It would be very important for a fluid workflow to have this fully automatic. Thats my main showstopper at the moment, because my meshes are impossible to unwrap manually.

    thank you

  8. Does this sound like a weird idea: having a GoZ link for 3DC?

    I for one would love to see a voxel to surface bridge for ZBrush. I find both application do match each other so well. I find myself using ZBrush for cleanup/regrouping and decimation of voxel meshes and having a blast really! But also to be able to use the ZB brush system with automatic conversion to voxels would sound very exciting to me. ZB & 3DC united would be like the super uber package.

    It would also make a perfect example to show that co-operation usually wins over competition.

    What do others think?

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