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The Candy-floss Kid

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Posts posted by The Candy-floss Kid

  1. Michalis to understand,

    1,you are using auto retopo on an .obj from Sculptris >exporting the retopo from 3D COat > importing this into zbrush to apply a projection from the Sculptris .obj?

    2, This is to minimize artifacts on reprojection and to improve on ZBrush's ReMesh All function?

    3,Have you also applied decimation master on the .obj Sculptris export used to create the re-projection?

    Sorry for all the questions.

    Sadly I cannot get Sculptris to export straight to ZBrush via GoZ on my Mac - it appears not to work.

    I see a Mac user on the ZBrush forum is having a similar issue

    May I ask what version of OSX you are using and if you may have any suggestions that I may get both apps to talk via GoZ?

  2. It would be very sweet if there was a "ghost hidden voxel" option to allow a user to create quick differential transitions of form between the surface of the visible voxels and the surface of the ghosted voxels. Without the ghosting option it's hard to define how far your pulling/sculpting etc the visible voxels in relation to the surface of what is being hidden.

    Masking techniques using the sf. fill tool to achieve similar results do not achieve the same quality at the extruded/ moved edges as sculpting between hidden and visible voxels and so a ghosted voxel option would be most welcome.

  3. Love to be able to create custom brush palettes that could share both standard voxel mode brushes and surface voxel brushes in one menu - pressing brush choices would auto switch between modes - duplications between modes could be displayed with a marker "s" or a "v" for surface or voxel.

  4. Been after this for a long time - a simple feature that would greatly increase the pleasure of working with 3D-Coat particularly when positioning voxel cuts....

    Which is being able to reposition (laterally and vertically) an e panel selection/lasso mode on the fly by holding spacebar after drawing it out i.e rectangle selection> spacebar> move then apply

  5. So far the only major bug I have run into is a voxel destruction / artifact bug after undoing/apple z after using the pose tool.

    This is true whether undoing from the pose tool in surface mode or using the pose tool in normal voxel mode.

    NB: this becomes apparent after multiple undo stages not just a single undo

    See image attached.

    post-2166-0-96591500-1306705968_thumb.jp

    Aside from that so far this update is my favorite yet with great brush response. So happy to see a deform cage in the pose tool - it's a wonderful addition.

  6. Yes - this would be a wonderful addition. I'm guessing along with spacing options the options for clones to follow surface would also be a highly useful part of such a feature.

    The present instance clones with axial symmetry is an amazing feature so this would be fantastic.

  7. I believe I just made it backwards, white is the areas that's influenced, so in my example the outer border has to be there. If I had made a black square with white P, you would just see the the P spline. I think anyway, I haven't tested that.

    Ah, many thanks for that Phil, yes you are absolutely correct it is indeed as you say.

  8. Just make a shape in Photoshop or something and load it up.

    Many thanks Phil.

    Ah ok so it's a kind of shape based spline generated from a black and white jpeg that you can use to apply sculpting masks via s.f freeze and then apply surface sculpts through the mask with surface tools.

    As a spline it's operations are controlled by first positioning and transforming it then pressing the enter key - such as cookie cutting through forms or adding extrusions etc.

    Very useful indeed.

    Is there a way that the main shape can come in without the spline outer border that you know of Phil?

    I noticed however that you can delete the outer spline point by point which is useful when saving it for recall later.

  9. I've never tried this but.... in zbrush you can convert a texture map on a ztool tool to polypaint then using retopo functions - project detail onto a new topology mesh. The project feature (Tool>Projection) within ZBrush projects topological changes as well as polypaint information to the new topology mesh - then the polypaint info on the new topo mesh can be converted back to a uv texture. The issue would be that the projected detail would be the detail of your original mesh on your new topo modified mesh but perhaps these could be re-sculpted to suit the newly cut geometry - or perhaps modified by a copy of the geometry modified mesh using the projectall in subtools?

    In Topogun I believe you can also bake ZBrush polypaint detail from a hi-res Brush polypaint import on to newly created geometry.

    Just an idea or two and really the best I can suggest in the circumstances but perhaps there is some other technique with cheating vertex id's and u positions etc within other apps having modified geometry after uv's?

  10. Append the high poly mesh as subtool to the low poly one - then subdivide the lower poly retopo mesh to the same/similar poly count > ProjectAll (zbrush4)

    Minor errors in the transfers can be corrected using ZProject brush as inthis tutorial. which also discusses the ProjectAll one subdivision level at a time method.

    Also found this:Using Project All causes artifacts

    Some projection-normalization code is only activated when PA Blur value is a factor of 8. This will change in the next ZBrush update but for now, simply set the PA Blur to a factor of 8 (i.e. 8,16,24,32,40....80,88,96 ) in order to get proper projection.

  11. This INSTANCING tool looks marvelous! I will bet that it saves a LOT of system-resources (eg. RAM) to have ONE model, and a "zillion" instances, instead of a "zillion" separate (but identically shaped) models in the same scene!

    Now.. (imitating CLINT EASTWOOD's snarl, in DIRTY HARRY... ;-) "WHERE IS THE MACINTOSH VERSION OF THIS??? ;0/ Please advise! :-)

    I'm hoping the next Mac version of 3D-Coat has some major "bug-fixes" as well (first!!) :-)

    --still having trouble with program stability, especially when using the "Primitive" tool!!

    If you go to your application toolbar> Help > Check For Updates, that should tell you if you're using the latest version.

    The most stable/ solid version for the Mac in my opinion is 3.2.01 , doing as much as you can in that before proceeding to the latest version for required features may help your work flow for the time being. 3.5 and multi rez just seemed to choke ,hang or crash my mac so often that I went back for core stability.

    I'd be interested to hear from other Mac users on the latest build however.

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