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Marc Wakefield

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Posts posted by Marc Wakefield

  1. 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.

  2. Actually, most of the functionality already exists in the Retopo workspace...except for some of the sculpt tools. The Brush tool (with Auto Snap turned off) in the Retopo Room works just the MOVE brush. What I suggested to Andrew in a conference call, is to consolidate the mesh structures of the Paint and Retopo workspaces, so regardless of which of those workspaces you use, it's all the same mesh. That would allow Andrew to remove the UV tools from the Retopo room....that way the UV room is the place to do all UV's, period.

     

    I asked him to add Soft Selection (which is in the Tweak Room) and to add the Surface mode brushes. That would remove 2 tabs/workspaces and the app works more like what a new user would expect. I hope he is currently working on consolidation, but don't know

    That sounds pretty good actually and it makes a lot of sense. 3d Coat can be a complex beast but it is still faster than zbrush for baking from 3d scan data and adding normal maps to individual portions of a low poly mesh.

  3. Marc, I heard rumours that the tweak room is scheduled for future removal.

    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?

  4. 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.... ;-)

  5. 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.

    • Like 2
  6. 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.

     

     

  7. 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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