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splodge

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Posts posted by splodge

  1. Good luck on the quadragulation, Andrew. But just don't pressure yourself too much, I can see that it's a complicated process that may not work very well in practice.

    And if it doesn't work then you can always fall back to speeding up the retopo tools even further. For example - you could remove the need to draw cross section curves and just let the user draw a single curve along a tubular form and have 3D Coat calculate the cross sections. Or let the user draw rectangular outlines onto a surface and have 3D Coat then fill them in with a specified amount quads... much faster than the current method of having to manually draw a grid.

    By constantly adding new tools to the retopo process you would almost end up with auto quadrangulation eventually.

    So no pressure! :)

  2. Deleting a merged objects causes major issues. Steps to reproduce follow:

    1. While in pixel paint mode, merge an object into the scene that already has an object present.

    2. Import a texture for the newly merged object.

    3. View imported texture in the Texture UV Editor window, then close the Texture Editor window.

    4. Delete newly merged object

    5. Once again open the Texture UV Editor to verify the deleted object's texture has also been deleted, but instead be presented with a view of garbage and a crazy camera.

  3. I notice there's an option to store the specular in the normal map's alpha channel on export. Would it be possible to also have the option to store the specular in the alpha channel of the color map?. Some 3D engines use shaders that get their specular from the alpha channel of the color map.

  4. I have a wireless wacom graphire tablet that I rarely use. I find the mouse is much easier (and more stable) for pecking on screen buttons and dragging things around. Although a pen is definitely nice for brushing strokes onto a model, but I just can't be bothered switching to the pen just for a few brush stroke, so I stick to the mouse for the sake of continuity.

    Another issue I have with my tablet is that the buttons are in the top center which makes them really awkward to reach, especially when sitting with the tablet in my lap. I notice the Bamboo also has the awkward button placement. The Intuos tablets have buttons down the sides which would obviously be much better as it means you can assign the ctrl, alt and shift functions to them.

    I've actually considered getting an Intuos tablet because of the better button placement. But if you're somebody that's happy to sit at a desk all the time and use a keyboard in conjunction with the tablet then the button placement on the bamboo shouldn't be a problem.

  5. Does the model have a center line down its belly? It's possible for a model to be symmetrical and yet not have a center line.Obviously in this case you would have to simply slice the row of quads that runs down the center of its belly.

  6. You have the tools to do that, without the need for cylindrical mapping...select edgeloops and "equidistant"...and BAM, you got your nice flat square island in just a couple of clicks.

    It was a tool I requested that was present in Polyboost, a plugin for 3ds Max, that was integrated in Max 2010. Really fast way of straightening out the mapping of distorted meshes/UV's.

    doh. I just realized that you meant the equidistant function was already present in 3D Coat. When I previously read your reply I had thought that you was trying to suggest I take my model into Max to square out my UVs.. But when using 3D Coat last night I accidentally bumped into the equidistant button. This was after spending an hour squaring out a UV island manually. grrr :)

    It's a great function. Although it doesn't seem to work as easily as you suggest. Seems I have to select all the horizontal edges first and Equidistant those and then do the same with the vertical edges. Or maybe I'm doing it wrong. But it's no trouble really..

    Anyway, thanks for the tip (several months later..)

  7. I think what he may be talking about is the fact that you need one mesh with evenly spaced poly's to sculpt with in MB or ZB and then you need another mesh that has edgeloops properly placed for clean deformation when animating. So, that at least means considerable topology adjustments if not retopologizing another mesh altogether.

    Compare that to starting a model from scratch (with freeform primitives and or the Curves tool) in voxels, and retopologizing your mesh for animation...or build your base mesh with edgeflow that suits animation and import that into the Retopo room. Either way, you still only deal with topology ONCE, and the detailing work you do in Voxels is the same you'd do in MB or ZB. It's just as efficient if not more so, in my opinion.

    Of course you need to create the topology at some stage. But in regular poly modelers you can create the topology as you go along. And in some cases you don't even need to touch parts of the topology. Example - you want to add an eyeball? Just add a mesh sphere and it's done. But do the same in voxels and later on you're gonna need manually turn that eyeball into a mesh in the retopo room. So very often in voxels you're applying mesh primitives to help make certain shapes and then later on you're having to manually turn those shapes back into meshes again.

  8. Splodge, I really surprised to hear that level of cynicism over Voxels and the Retopo tools, coming from you. I get frustrated too, sometimes...but I have to say, in practice, it makes a LOT of sense to utilize Voxels for sculpting. The ability to trim and cut away sections of an object, with no concern for topology is phenomenal. And wasn't it you that informed me some time ago that you could import your base mesh into the Retopo Room and essentially use that as your Retopologized mesh? Now that you can temporarily disable Auto snap, any major deformation changes done in the Voxel Room, you can re-adjust your mesh to fit in the Retopo room.

    Voxels are great. It's the Retopo part that I'm not happy with.

    What's changed for me is that I've become dissatisfied with 3D Coat's decimator and quadrangulate options. So now I'm left looking at the retopo room and asking myself why? What's the point? Why don't I just go and create my mesh elsewhere? Wouldn't it be quicker and easier?. Of course voxels free us from the problems of topology, but once you've created your voxel model then it's off to spend several hours in topology hell (retopo). There's no escape. If anything there's more topology to deal with when painting quads onto voxels.

  9. Impossible. We'll always need manual retopo tools.

    :nea:

    Some people once thought that it was impossible for a computer to beat a human at chess.

    I accept that it's still going to take some human guidance when dealing with models that are intended for animation. But there is no reason why a computer couldn't detect tubular forms and place clean edge loops around them.

    200 years later..

    "Retopo my model, Hal"

    "I'm sorry Dave, I'm afraid I can't do that"

  10. I have mixed feelings about a new sculplt room. But when I step back and look at the big picture I see voxels as being in a awkward stage right now.

    So there's two possibilities:

    Option 1. Improve the decimator so that it can produce cleaner meshes and respect edge flow. No need for retopo! Hurray!

    Option 2. Add a proper mesh modeling mode.

    My reasoning is this - At the moment the idea of creating a mesh primitive and then turning it into voxels and then retopoing it back into a mesh again is kinda silly and a waste of time. The whole retopo process is questionable. I'm still finding it easier (and quicker) using a poly modeler to create a mesh model with the correct topology as opposed to creating a voxel model and then retopoing it. And some of the more detailed voxel models that can be created in 3D Coat would take several years to retopo into a mesh model. So retopo can't be the answer..

    So it has to be all or nothing for me. Either we can create a model entirely in voxels and hit a magic button and have it transformed into a nice clean mesh, or we just push voxels to the side and go back to regular poly modeling. Obviously we would hate to see Andrew's efforts on voxels go to waste and so option 1 (decimation) has to be the best option..

    ps - Some may be wondering why I'm in favor of decimation over quadrangulation. The quadrangulate algorithm can't handle sharp edged stuff. It's only useful for blobs.

  11. Can we please have the ability to select a UV island/cluster by clicking on the corresponding area of the model?. This will especially come in handy when working with overlapping UV islands. It's currently impossible to select a specific UV island from several islands that are layered on top of each other.

    Layering UV islands is great for saving texture space.

  12. You don't realize what you're saying, some of you here. You can't understand why we have museums. You do not believe in humanity, you do not believe in education. You may feel like gods. Good luck. But I call this "brutality" and "offencive".

    Everything you said sounds reasonable? Even 'anatomy' is a word that these old artists invested. YOU WILL NEVER understand what to show and what to hide.

    Another one user, some days ago, said that Picasso was not a good artist. Interesting.

    Every time I see these "fascistic" supermen, orcs, soldiers, etc with all this castrated 'anatomy', I start thinking that this civilization came to an end.

    Do you feel ready to be artists? To do what you feel mostly and not what you know?

    Do what you have to do anyway. You have more serious problems though. And you definitely don't help me as a person.

    You play the part of the conflicted and tortured artist very well. You're gonna go far..

    :p:

  13. Looks like it works nicely now, Thanks!

    oops:

    Save and reload a scene with camera shortcuts (mix of perspective and ortho).

    When I Cycle to an ortho cam shortcut, the object disappears. But if I switch back to perspective (via perspective icon or '5') the object reappears after a refresh. And it seems after I switch to an ortho cam shortcut, it breaks the ortho view for everything else.

    I can confirm this. Although you only need a single shortcut to expose the bug.

    I just saved a scene with a single perspective camera shortcut and then loaded the scene back in and switched to the shortcut, I then clicked on the Orthographic button and the display froze.

  14. Well,by longstanding I meant "not fixed" not "well known".

    But its true,even in ZB remembering camera position is not a featured that is used that much(except when using Zapplink).

    Altough I agree Having 3DC remember scroll and zoom properly would be cool.

    But if your are in orthographic mode...try matching a view render loaded as a "material" to a camera shortcut for example

    :its pretty easy. :) Zoom and scroll are easy to match,only orientation is nearly impossible.

    Thanks for the tip, but I never use orthographic.

    Orthographic is okay when using diagrams for reference, but it's not great when using photos for reference. The content of photos tend to have perspective, and so it's essential to try to match the perspective.

    This leads to a bigger problem I'm having in that the focal point of the camera can't be set. For example - if you zoom into a face of a character that's been superimposed over a reference image then the perspective on the model will change. We need the ability to have the focal point remain at a constant position.

    ZBrush gets around the above problem by having default focal point set to the center of the document/background. This means you can pan and zoom into the face of a figure and have the perspective remain constant.

  15. Thats interesting Phil, I may buy this. Thanks.

    Meanwhile, anatomy studies are not enough, never was. And I'll post these photos (athens national museum), always difficult to find reference photos like these in books. Anatomy?, here is the real thing.

    A great lesson. I use to visit AthMuseum and take photos like these. Start sculpting :)

    I'm not sure if a sculpture is a good reference. Wouldn't photos of real people be much better?

    If the original sculptor incorrectly captures certain features then you're going to reproduce the flaws too. But I know that you like to reproduce old sculptures and so that's fine. But I definitely wouldn't recommend them to somebody that's wanting to study real anatomy.

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