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Ghastly

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Everything posted by Ghastly

  1. Like I said. v4.0 I never had any trouble with broken or lack of detail autopo. Basically the only thing I had to do was tell it the number of polys I wanted to retopo set up the guides and it did the rest. Version 4.1 I cannot get autopo to work on anything. Even using a model which produced a very nice mesh on 4.0 is producing garbage on 4.1 The reason I've been working with this bathing suit model is because I've already produced a very nice retopo mesh in 4.0 and since it has been saved with the guides I should be able to reproduce the same or similar retopo in 4.1. But no matter what I've tried I cannot. I've tried higher values, lower values, smoothing on, smoothing off, pre vox on, pre vox off, decimate on, decimate off, hard surface on, hard surface off. Always I'm getting the same result in 4.1. A very low resolution mesh (I'm asking for 8000 but getting a mesh of only a couple hundred) that poorly captures the original.
  2. This is frustrating. I thought setting my target polygon count to 10 times what I want might produce the results I'm after but I still end up with a mess. I hope I didn't delete 4.0 or I'm screwed because 4.1 is clearly not compatible with my computer.
  3. That actually made things much worse. Now the mesh is only 100 polys instead of the desired 8000.
  4. Ignore the UV Map. It's showing the UV Map for the v4.0 retopo. I didn't bother unwrapping the v4.1 since auto retopo did such a poor job on it.
  5. Thanks. And on a side note, when I was 3 years old I caught a bunch of grasshoppers and put them in a jar to take to Sunday School for show and tell. My one uncle was staying with us because he had a job on a tobacco farm and he caught a Praying Mantis and said I should take it to Sunday School too because it looked really cool. By the time I got to Sunday School I had a jar full of decapitated grasshoppers and one very full, happy Praying Mantis.
  6. I am unable to get decent Autotopo results in version 4.1 and I don't understand why. The polycount of the retopo mesh isn't anywhere near what I specify I want it to be and the qualilty is drastically reduced. Here's an example of a mesh I retopoed with v4 and keeping the same edge guides I've retopoed it with v4.1 and the results are very different. Both were supposed to by 8K meshes. What is different about retopo in version 4.1 and what do I need to do to get it to reproduce the same quality it did in 4.0?
  7. I'll definitely keep my eyes open for it.
  8. Seems to disappear if I save then re-open the file.
  9. I'm working on something and the glove layer of my sculpt seems to have duplicated a very tiny, low rez version of itself into the layer and I can't get rid of it. None of the brush tools show it's there and I can't cut it.Even cutting the actually gloves in the scene leaves the duplicate unchanged.
  10. Everything that can be set to Use Application Settings is set to such in my videocard's graphics setting (AMD Radeon) and the problem still persists. The only thing that seems to get rid of it is disabling the incrimental render.
  11. It's doing it on the OpenGL version too.
  12. I notice these odd square artifacts that show up when I'm working on sculpts. They're not part of the geometry and are really more of an annoyance than anything serious. Any idea what is causing them?
  13. I just ended up cutting it manually with a spline, actually ended up giving a better result anyway, but thanks.
  14. I'm having problems using a cylinder primative to make a cut. I've sized and rotated the cylinder to the shape I want but when I ctrl-apply it doesn't cut the same way the cylinder is rotated. It cuts as if the cylinder was straight up and down and not the angle it actually is.
  15. Most of the outfits in it were made with the beta version of Marvelous Designer 3. When they were offering the beta for free I was in a situation where I was basically sitting at a desk for 16 hours a day for that entire month and when an alarm would go off I'd click a mouse button. So I basically filled that time using MD3 which made the time fly. I literally made hundreds of outfits (not all of them winners of course). I had decided this year was going to be the year I upgraded my modelling tools from the Hexagon/Sculptris combo I was using. I had hoped to buy MD3 but they don't have a license for hobbyists and the price is just too steep for a program that still requires a lot of work post-export in Hexagon before I have a finished product (which is why only a few of my MD3 outfits have been released). But it turns out MD3's loss was 3D Coat's gain and it's now my new modelling tool. The nice part is while MD3 is only useful for clothing with 3D coat I can model anything so it all worked out for the best. In fact I'm hoping I'll be able to use 3D coat to finish up the huge backlogue of MD3 outfits I made.
  16. Well my 1 month trial period for 3D Coat has ended and the vedict is..... ONE... OF... US... ONE... OF... US... I'm impressed with the software, like the direction it's heading, and the forums are friendly and helpful so I am now an official 3D Coat user and look forward to creating many, many things with the software. I'm a 3D hobbyist and DAZ Studio user who has only been enjoying 3D for a little over a year. This is my Share CG account where I like to freely share what I create. http://www.sharecg.com/Ghastly I am a musician, actor and 2D illustrator by trade pretty much in that order.
  17. The Nuit Blanche show was pretty cool, and somebody was shot in the bar we were playing in not long after our performance.
  18. Thanks. I think I'll spend some time learning about all the modelling tools in the retopo room then and see what I can do with these sort of surfaces.
  19. For thing things like ribbons and stuff I like to work with surface layers instead of voxels because I can get a thinner surface which holds its integrity than I can with a voxel layer. These ribbons for example are surface layers and when I look at the wireframe of the ribbons they're exactly what I want in a mesh if the quadrangles were converted into full on quads. But I can't autoretopo a surface layer without it breaking up into separate blobs no matter how dense I make it's mesh. All I'd really like is to be able to convert the tris to quads and call it a day and the mesh would be perfect but I can't seem to find a way to do that (other than obviously exporting the mesh to something like Blender, converting the tris to quads and importing it back). How do you retopo a surface layer or can you only retopo voxels? Is there a simple tris to quad converter to generate a retopo mesh?
  20. That's just an artifact of the Autofit in Daz. I'd have to manually edit the weighmaps for the plates to give them rigity. Or I could just say "they're made of a high tech non-newtonian gel" and call it a day. Hurray for science fiction!
  21. Try resampling to a higher resolution. At low resolutions the sphere extrude isn't very smooth.
  22. I'm even making progress with the toon hair sculpts.
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