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blade33ru

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Posts posted by blade33ru

  1. Im doing a robot retopo with about 200 parts.

     

    Ive simplifying by cutting the voxels in half with the plan to duplicate in the retopo room. this worked very well, however I wanst real strict with how I did it and some of the objects are on the right side of the character and others on the left.

     

    In voxels I can switch the copy symmetry by brushing on the preffered side, but this doesnt apply in the retopo room

     

    How can i switch the preferred target side in retopo symmetry?

  2. im doing autopo on some mechanical parts which gives me reasonably acceptable results.

     

    but some parts would be nice to rebuild manually but my autopo has quite high resolution and the prospect of rebuilding the bad parts is daunting.

     

    is there a function for manual retopo where i can select an edge loop and extrude all the edges simultaneously along a surface.

     

    this is possible with maya modelling toolkit and is a real life saver, but im trying to move all my modelling out of maya.

     

    i dont think this is possible in 3d coat, so i offer it as a suggestion

  3. oh i found the solution for this....ill post for other people who might have same problem.

     

    i was cloning from the vox tree.  its much better to clone from the instancer tool which has way more options including uninstancing and cloning symmettrically.  Its super powerful and and answer to my dreams in this area

  4. i made on finger out of a bunch of objects then cloned it out to the whole hand and now i want to symmetry it over.  the only problem is every object is one its own local symmetry now and the to global space option seems to be offset from actual global space when i initiate it.  

     

    is there a way to uninstance an object or un clone them so they are independent.  im thinking the problem likes

    in the original space they were created in and if i could eliminate that maybe i could copy the whole hand over

    post-2781-0-72080900-1430527303_thumb.jp

  5. neither im using the merge tool with the on pen option .  the idea would be do quickly add some details but they are almost never aligned as needed and could use a few degrees here and there to make them line up as i need with the selected surface...

     

    so i move over to tweak yaw, pitch and roll but the pen goes with me and i can no longer see the orientation on the mesh . so its really impossible to get the desired orientarion...i know i could use it on the transform do get precise positioning but its not so interactive

  6. oh man thats a really useful technique thanks for posting.  im at the stage where ive just been modelling really and starting to get serious about producing production level assets out of it  si i havent done too much on the UV side.  at the moment im autotoping cutting some uvs often with various uv sets and baking out ....but i'd found it kind of messy.  i think this video addresses the main problem

     

    im interested also in batch decimation...i notice theres a way to write scripts but has anyone tried that already?  basically just crank through the tree decimating at a specified percentage and moving the objects into a new parent where it is easy to export the scene

  7. i love that H select shortcut.  unfortunately i still have to find the object often in the vox tree.  would be so cool if it auto scrolled to the object or , like maya, let me use another shortcut to initiate the scroll to the selected object.

     

    or does that functionality already exist?

    • Like 1
  8. im glad to hear hes revisited it.  at the moment im decimating and exporting scenes to zbrush because they really improved the autotopo there in the last revision or 2.  its very very precise and super fast without guides.  plus it can handle super high polycounts.  sometimes 3d coat crashes with high polycounts outside of the voxel room.  high polys in retopo or UVs often crash for me

  9. im trying to do retopo for characters with several hundred vox layers

     

    at the moment my process is autotopo to topo room then Uv and bake to paint room.  but before painting i go back to voxels and do the next part.

     

    Am i correct in thinking that after each UV session i need to delete the object form the retopo group?  it seems to me that when i bring in the next object that if i try to do UV layour 3d coat wants to layout both objects together  on the same texture space.

     

    Would be nice to have the option to layout one at a time and still have the groups present in retopo room without deleteing just in case

  10. i am aware that you need to fix the symmetry.  im pretty sure i did that.  because when i went to the topo room i only had one half of themodel and i fixed the symmetry to actually make the scond side show up  before i went to paint.

     

    i dont know if thats actually the recommended process.  but on these robot models im doing i often have hundreds of layers.  so before i do retopo i cuttoff the left side to make autotopo easier and faster, then after i do UVs on that single side i fix symmettry then go to paint room.  it usually works out ok but on this piece it went slightly haywire.

  11. what i did was cutoff the voxel version on left before i did autotopo.  then in the topo room i did UVS on the right side then symmetried over then baked out to paint.  so the right side works fine and the left side doesnt which is odd since its supposedly the same mesh.

     

    at one point i had an error because the left side didnt have a corresponding voxel version to bake out information because i had cut it off.  so i did symmetry copy in voxel room and eliminated the error in retopo bake .  i was sure that had been the problem then i rebaked and BAM...same thing...bummer

  12. hi im playing with merge without voxelization as a way of quickly adding details.

     

    works great except for a couple of things. 

     

    1.  the yaw, pitch and roll controlls ...when u need to change them the mouse leaves the surface and you can no longer see how the shape is oriented with regards to the underlying surface...which makes it slightly annoying.  is there a way of changing these properties interactively ?

     

    2.  when i drag a stroke the distance between the objects is interpolated by the speed of the stroke.  spacing options dont seem to affect merge, only alpha properties.  id like to be able to drag a strole of equally separated object  - great for details.

     

    tanks for any help

  13. Had to move to Z brush ..got very very slow..file size a gig and a half and was using 5 gigs of memory  which just kept going up as I started polypainting.  too bad..it was looking good but started ahnging after every stroke.  this was on my school computer so not very high end grfx

     

    I just learned Z brush a few months ago and its way faster for autoretopo...its total crap for modelling splits and booleans  like this..3d coat is king....f.  but Z also has performance advantages 

     

    would be nice if I could work with this model in surface mode in 3d coat like this and cntrl D to up the res and keep sculpting details and polypaint wihtout losing the autoretopo

     

    not sure if ill come back to 3d coat on this model.  Z has some nice masking and deformation tools which might help me finish.  

     

    i learned alot on this model tho.  

    post-2781-0-96082800-1418232406_thumb.pn

  14. im working on an character with several hundred volumes.  its becoming a huge pain in the behind to select the parts.  I know i can touch ´H´  to select, but many times (always) it would be useful to scroll to the correct position in the voxtree at the same time.

     

     in maya, i touch F and i scroll right to the correct object in the outliner.  is there an equivalent in 3d coat?

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