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Everything posted by Marc Wakefield
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[Solved] Stop vertex welding in retopo room
Marc Wakefield replied to Marc Wakefield's topic in General 3DCoat
Thanks for the reply. I was using the brush tool. (At least I think I was.) The "problem" seems to have sorted itself out now though. It's all working well and I can't even get the vertices to weld if I try. Maybe I was using a different tool. 8-/- 8 replies
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- morph targets
- vertex welding
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It is pretty cool and fantastic for my needs. :-)
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Hi guys! I hope you are all fine and dandy. I am not sure if this should be in feature requests or here as it could well be an option / tick box I have missed. Is there a way to turn off vertex welding in the retopo room? I am using the retopo room to alter areas of an existing mesh via "use visible paint object as retopo" to correspond to 3d scanned objects from the sculpt room. It all seems to work really well but some of the vertices are merging when they get too close. I need the vertex number and order to stay the same for this object to work as a morph target. Has anyone else come across this "issue".? Thanks very much in advance.
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- morph targets
- vertex welding
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Can we re-topo elsewhere if we sculpt and paint everything in 3D Coat?
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Cool theme! I presume huge, mechanical Steampunk animatronic robotic animal vehicles count don't they?
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Noooooooo! :-(Are there any plans for an alternative? It is a really useful room for low making tweaks to low poly objects for baking purposes. Sometimes, you don't want everything to conform to what is in the sculpt room. Your awesome script did help with part of this but this is like the final piece of the puzzle. Does anyone else use the tweak room?
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A great tool. I created a pretty good scan of my wallet this morning just using a few rough mobile phone photos. I am really interest to see what they are going to sell it for after Jan 31st.
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Yes please ☺
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multiple rooms open at one time? (or another alternative)
Marc Wakefield replied to Marc Wakefield's topic in General 3DCoat
Hello everyone! I feel like I only come here to look around and ask questions now. ;-) Anyway. Is there a way to have the voxel / surface object show up in the tweak room? Many thanks in advance. I am now looking to manually tweak the face of a low poly template human mesh to match the position of an imported face scan. Kind of the reverse of the above. I know I can import both into the sculpt room and do it that way but I was hoping a simple 'show voxels' tick box existed in the tweak room. Does it? Maybe I am just not seeing the wood for the trees.... ;-) -
Just a post to congratulate Andrew and the team! My brother is an Interior Architect and I have been going on at him about the virtues of providing his clients with realtime walk through's using Virtual Reality and Augmented Reality. (I launched a new company in June called Augmented Reality Design Solutions). I got him to send me an fbx of a retail interior / exhibition stand that he had designed so that I could create an Augmented Reality table top version. Anybody who has worked with an Architect or Interior Designers files may know that they don't care about UV's because they don't usually have too. I was left with a complex model with vertex colours assigned and loads (loads and loads) of sub objects to UV map in one sheet so I could create an efficient light map and ambient occlusion. Every single other program I used choked to death when I tried to unwrap everything to one sheet. Blenders lightmap pack couldn't handle it. Zbrush unwrapped then died when I used the morph UV's button to see the results. 3D coat did what I needed quickly and gave me good, solid results.
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multiple rooms open at one time? (or another alternative)
Marc Wakefield replied to Marc Wakefield's topic in General 3DCoat
Ajz3d, you are a legend! That script works perfectly for my needs! Thank you so, so much for making it! You have saved me hours and lots of messing about in Blender and Zbrush! -
multiple rooms open at one time? (or another alternative)
Marc Wakefield replied to Marc Wakefield's topic in General 3DCoat
Interestingly, I am able to edit the normal map using the colour brush. It paints at 0 (flat) and will also blur. This kind-of solves my problem but it would be great to edit them properly like any other map. I am glad to know it is not just an issue I was having. I have ignored it mostly and just 'got on with it' as I do with most things. -
multiple rooms open at one time? (or another alternative)
Marc Wakefield replied to Marc Wakefield's topic in General 3DCoat
Thank you Carlosan! :-) -
multiple rooms open at one time? (or another alternative)
Marc Wakefield replied to Marc Wakefield's topic in General 3DCoat
While I am here asking questions; does anyone else experience issues painting on the normal map layer with the depth brush after baking? -
multiple rooms open at one time? (or another alternative)
Marc Wakefield replied to Marc Wakefield's topic in General 3DCoat
Thanks guys! That sounds like a perfect solution. Is the script available to download? -
multiple rooms open at one time? (or another alternative)
Marc Wakefield replied to Marc Wakefield's topic in General 3DCoat
Thanks Carlosan, I know about that option and have been using it. I would like to move the voxels in the paint room to align them with the low poly mesh without switching back and forth. Can it be done? -
Hey Coaters! Long time no speak. ;-) I have been stacked with work and haven't been by in a while. As a long time user of 3D Coat, I should probably know the answer to this question but I don't so here goes: Is there any way to have two rooms open side by side? Why would I want this? I import a low poly model to the paint room (Mixamo 'Adobe' Fuse base or Makehuman base) which has its face polygroup previously conformed to a high poly 3D face scan using the wonderful WrapX. I import the aforementioned high poly face scan to the Surface / Voxel room. I create the retopo object from the low-poly model in the paint room. I then switch to, switch back, switch to, switch back, etc..... between paint and Surface / Voxel mode to move the face scan in place so I can bake a normal map to the low poly object. It works really well and it is pretty fast when compared to doing it in Zbrush or Blender.... but it could be faster and completely amazing if I could work across both rooms while seeing them at the same time, side by side. Failing that, is there any way to move the Voxel / Surface object in the paint room? It is already visible.... This method is similar to the 'project all' command in Z-Brush but could potentially be a lot quicker.
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Interesting looking tablet. If it ran Windows I would be on it like a rat up a drainpipe. Coincidentally I bought an Asus vivotab note 8 today. I needed an 8 inch windows tablet for my Fuel 3d scanner so I can get out in the field and scan things. I was going to go for something simpler but when I discovered this little beaut had Wacom tech built in, was capable of running Zbrush and only cost £172 including shipping, I had to get it. http://www.asus.com/Tablets_Mobile/ASUS_VivoTab_Note_8_M80TA/
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That's a great use of the retopo tool! I have never thought of using retopo in this way but it could be extremely useful for creating any kind of wearable that needs to fit to the contours of a human body. Well done.
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I would have loved to have taken part but work and life have been packed. I think I could manage it this month if there were an extension. I think it's a really interesting challenge that deserves to be met.