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  1. Hi, Is there a way to easily get more than one reference mesh into the retopolgy room. I simply want to have different reference meshes on different layers so I can switch them on and of as I wish. The vox tree is diplayed in this room but apears to do nothing??
  2. Hello everybody. Several hours i set points for the grid. After I saved the project as .3b and load it again - i found nothing. It was 2300+ points, now 0. Even in retopology tab. It is possible to get them back? p.s. Very sorry, I use translator.
  3. I'm stuck in retopo. Everyhing went well until I merged retopology layers of the barrel and the body. For some reason now the barrel is grayed out and I can't do anything to it, even select it to separate it to other layer. I tried even export the mesh and reimport it but it's grayed out just the same. The ghost barrel marks as "selected" but I can't for example UV map it automap or autoseams do absolutely nothing for it. I would really appreciate any advice.
  4. Topology concepts and interactive sampling of how to shift Keys on a Regular Grid environment. By Pedro Alpiarça dos Santos. SITE
  5. I am looking for a little bit of help. I am working with a model which I have instanced a ton of times (roughly 119 million triangles) and I am looking to retopo my model, but performance in the viewport is starting to feel a little sluggish. Is there any tips on how I can improve performance when not sculpting and just doing retopo or UV work? I have everything CUDA on at the moment and my GPU is a GTX 970 which has about 4GB of RAM and I have 16GB of RAM currently inside my PC. Don't know if you need all that info but hey Thanks, Dave.
  6. I am struggling with an efficient use of retopo tools in 3DC and was hoping some of the experts on the forums can clarify. In order to capture (bake) surface details in models sculpted in 3DC is it recommended to first sculpt the basic geometry in voxels, duplicate the voxel sculpt and convert to surface mode, sculpt details on surface mode object, retopo/autopo the voxel model and then apply and modify the retopo object on the surface model for baking? The reason I ask, is out of ignorance I have attempted to run autopo on surface models with spectacularly poor results and have noticed recently in the forums a recommendation to run autopo on voxel models instead of surface models. I have tried that workflow and have finally obtained a somewhat useful autopo result. It did take nearly 20 minutes to generate a 5k poly retopo object. Certainly faster than what I can do manually, but not nearly clean enough. Does the poly count of the voxel model affect the speed of autopo? In my test the voxel model had a 1.5 million poly count. I executed autopo with default settings which I believe would attempt to decimate model to 40k for autopo use. Is it best to reduce resolution of voxel object prior to initializing autopo process? Will this lead to a quicker autopo result? Thanks for helping me toward a more efficient work flow and apologies if the these are redundant questions. bk
  7. Hello, I'm attempting to finish a rush job for a client, but am unable to retopologize the mesh due to "Faces deleted due to non-manifold in mesh." Then something about two faces overlapping. The message fades too quickly. It's a voxel sculpt I'm attempting to use autotopo on. How do I fix this? I've got to get this job finished within the next couple of hours! Thank you for your time, Matt VG
  8. Merry Christmas Everyone, We are having a 50% OFF all our 3D Coat Video Tutorials at LEARN3DSOFTWARE.com. http://www.learn3dsoftware.com/50_percent_off_sale_dec_2015.htm Below is a list of all our 3D Coat Training: 3D Coat Tutorial Catalog ------------------------------------------------------------------ 3D Coat Version 4.5 Tutorials ---------------------------------------------------------- 3D Coat V4.5-Vol.#18-Smart Materials I- $9.50 3D Coat V4.5-Vol.#19-Smart Materials II- $9.50 3D Coat V4.5-Vol.#20-Smart Materials III- $9.50 ------------------------------------------------------------------ 3D Coat Version 4 Tutorials ---------------------------------------------------------- 3D Coat V4-Volume #1-Getting Started - $9.50 3D Coat V4-Volume #2-Getting Started II- $9.50 3D Coat V4-Volume #3-UV Mapping I- $9.50 3D Coat V4-Volume #4-UV Mapping II- $9.50 3D Coat V4-Volume #5-Retopology I- $9.50 3D Coat V4-Volume #6-Retopology II- $9.50 3D Coat V4-Volume #7- Voxels I- $9.50 3D Coat V4-Volume #8- Voxels VI- $9.50 3D Coat V4-Volume #9- Voxels III- $9.50 3D Coat V4-Volume #10- Voxels IV- $9.50 3D Coat V4-Volume #11- Voxels V- $9.50 3D Coat V4-Volume #12- Voxels VI- $9.50 3D Coat V4-Volume #13-Dino Detailing I- $9.50 3D Coat V4-Volume #14-Auto-Retopology Secrets- $9.50 3D Coat V4-Volume #15- Photo Painting & Masking Tools- $9.50 3D Coat V4-Volume #16- Texture Baking I- $9.50 3D Coat V4-Volume #17- Texture Baking II- $9.50 --------------------------------------------------------------------------------------------- 3D Coat Version 3 Tutorials ------------------------------------------------ 3D Coat 3.5-Auto-Retopology - $9.50 3D Coat 3.5-Retopology- $9.50 3D Coat 3.5-Retopology II-Project Suchomimus- $9.50 3D Coat 3.5-UV Mapping- $9.50 3D Coat 3.5-Normal & Displacement Maps- $9.50 3D Coat 3.5-Painting Color- $9.50 3D Coat 3.5-Voxel Sculpting-Project Dragon- $9.50 3D Coat 3.5-Photo Painting I-Project Elephant- $9.50 3D Coat 3.5-Photo Painting II-Project Human- $9.50 3D Coat 3.7-Painting Tools & Alpha Brushes Vol.#1- $9.50 3D Coat 3.7-Painting Tools & Alpha Brushes Vol.#2- $9.50 3D Coat 3.7-Starfighter UV Mapping-Quick Method- $9.50 3D Coat 3.7-Starfighter Detailing-Normal Maps- $9.50 3D Coat- 2D Sci-Fi Alpha Brush Collection Vol.#1- $9.50 Our Christmas/New Year's Sale also includes software training for other 3D packages including: Lightwave, ZBrush, Modo, Substance Painter, DDO. Hope you all having a Safe and Fun Holiday!!
  9. I want to creat some folds on a shirt using 3D Coat, then baking the detail into a displacement map. I imported a low poly object then added detail (without voxelization and subdivided a few times). Then on Retopo Room imported the original low poly that already have unwrapped uvs. More subdivision on the mesh would be better for displacement, right? I clicked on the Subdivide layer button on the Retopo object. The result: What happened?
  10. I find myself having a heck of a time getting symmetry to work for me. If I turn off Virtual Mirror mode and have 3D-Coat actually create the mirrored geometry for me, I eventually get a non-symmetrical mess on the mirrored side. I don't know how it gets so out of sync, but when I use the "Make symmetrical copy of the layer" button in the Retopo Objects to fix the issue, I then get junk polygons all collapsed in the center line. When I turn on Virtual Mirror mode I have an issue where the vertices don't clip or snap to the symmetry plane. To cleanup the model I had to go through my entire mesh, pulling the center verts away from the center and then deleting all the exposed extraneous polygons. Now I have an edge loop that I want to snap back to the symmetry plane. I could do this is less than a second in Blender by selecting the loop and scaling the selection to 0 on the x axis, but I am trying to force myself to get proficient in 3D-Coat. How do I snap an edge loop to the center or symmetry plane on the X axis? In other words, how do I scale a selected edge loop to 0 on the global X axis? Thanks in advance for the help. Bryson
  11. I want to make some parts of the object in a separate layer when retopology. At the same time I need to be able to use only the visible surface, not the entire object including the hidden parts. How can I do this? Thank you.
  12. I am trying to retopologize a model and the Quads Tool is being extremely difficult. I can bring my cursor right on to my vertex point and it isn't finding it and it is really sluggish in general. Is there a way that I can tell the Quads tool not to worry about any backfacing retopology. I do rotate my model around while trying to use the tool, but I still get the same issues as you see in the video. Any helpful tips or solutions would be greatly appreciated. QuadsToolSnapIssue.wmv
  13. I'm trying to get a retopology done out of a model that has some close together holes in the head but I keep getting bad results. I've tried the stroke lines shown in the picture below and slight variations like putting an edge loop around the thins pieces of skin but every time I get I similar result to the one shown in the picture where at least one of the holes is completely covered and the back part of others have those spiked polygons. I've also tried cranking up the poly count for the auto retopology but had the same happen. I've also tried to add more guides but it seems that if I try to add more than the amount I have shown in the pictures the whole thing goes crazy and the topology becomes really bad all over the model. I've seen people get some really good results from complicated meshes like this but I haven't had an auto retopology that seemed good enough so far. Is there something I'm doing wrong? PS: I'm using version 4.5 BETA 15
  14. Hi Everyone, I'm re-releasing all of my videos on Vimeo On Demand (thanks to some pesky new VAT stuff...). The first one is Maneuvering Points Vol I, where I cover all sorts of stuff related to solving poles and While I use Modo for the video, I made this video as program agnostic as possible. 3DC also has all most of the tool equivalents and is capable of reproducing the same results easily. Here's the link (or just click the image): https://vimeo.com/ondemand/maneuveringpoints1
  15. Hey Guys, Were having a $7 dollar Video Sale at Learn3DSoftware.com on all our tutorials!! -Save 63% OFF all our Software Titles!! -Over 100 Titles to Choose From!! http://www.learn3dsoftware.com/7_dollar_madness_Back_to_School_2014.htm 3D Coat Version 4 Tutorials ---------------------------------------------------------- 3D Coat V4-Volume #1-Getting Started -$7 3D Coat V4-Volume #2-Getting Started II-$7 3D Coat V4-Volume #3-UV Mapping I-$7 3D Coat V4-Volume #4-UV Mapping II-$7 3D Coat V4-Volume #5-Retopology I-$7 3D Coat V4-Volume #6-Retopology II-$7 3D Coat V4-Volume #7- Voxels I-$7 3D Coat V4-Volume #8- Voxels VI-$7 3D Coat V4-Vol.#9- Voxels III-$7 3D Coat V4-Vol.#10- Voxels IV-$7 3D Coat V4-Vol.#11- Voxels V-$7 3D Coat V4-Vol.#12- Voxels VI-$7 3D Coat V4-Vol.#13-Dino Detailing I-$7 3D Coat V4-Vol.#14-Auto-Retopology Secrets-$7 3D Coat V4-Vol.#15- Photo Painting & Masking Tools-$7 --------------------------------------------------------------------------------------------- 3D Coat Version 3 Tutorials ------------------------------------------------ 3D Coat 3.5-Auto-Retopology -$7 3D Coat 3.5-Retopology-$7 3D Coat 3.5-Retopology II-Project Suchomimus-$7 3D Coat 3.5-UV Mapping-$7 3D Coat 3.5-Normal & Displacement Maps-$7 3D Coat 3.5-Painting Color-$7 3D Coat 3.5-Voxel Sculpting-Project Dragon-$7 3D Coat 3.5-Photo Painting I-Project Elephant-$7 3D Coat 3.5-Photo Painting II-Project Human-$7 3D Coat 3.7-Painting Tools & Alpha Brushes Vol.#1-$7 3D Coat 3.7-Painting Tools & Alpha Brushes Vol.#2-$7 3D Coat 3.7-Starfighter UV Mapping-Quick Method-$7 3D Coat 3.7-Starfighter Detailing-Normal Maps-$7 3D Coat- 2D Sci-Fi Alpha Brush Collection Vol.#1-$7
  16. Hey, i just saw this: http://3d-coat.com/?id=109&list=singleimg&img_name=137762198694&img_type=1 And people say it's from automatic retopology! But i can't find any guides how to achieve effect like this. The most important is to keep hard edges hard - and these on the picture are really accurate! I will be grateful for some hints. Hard surface auto retopology is something that world really needs
  17. Hey Guys, I just made a new tutorial on Autoretopology. http://www.learn3dsoftware.com/3dc_4_vol_14_autoretopo_secrets.htm In this fourteenth video volume of 24 volumes 3D Instructor Adam Gibson introduces the 3D student to 3D Coat's powerful Auto-Retopology Tools. So why is Auto-Retopology a needed process? The best 3D texture artists in the world know that in order to have flawless textures you need near perfect UV maps. The problem is that with Organic Sub-D models a process called "Retopology" is usually needed to do that. But the other problem that lies within that is that "Manual Retopology" is just as time consuming as UV Mapping, if not more in some cases. So this is where "Auto-Retopology" comes in to help speed up the process. Table of Contents for Volume #14 Chapter 1- Intro Chapter 2- What is Auto-Retopology? Chapter 3- How to Access the Auto-Retopology Wizard for Polygonal and Voxel Objects (Part One) Chapter 4- How to Access the Auto-Retopology Wizard for Polygonal and Voxel Objects (Part Two) Chapter 5- Poly Density Masking Chapter 6- Guide Strokes for Redirecting Poly Flow Chapter 7- How to Export your Mesh to Other Software and Clean-Up Chapter 8- Hard Surface Hard Edge Auto-Retopology Chapter 9- Applying Auto-Retopology to a Parasaurolophus Dinosaur Chapter 10- Final Running Time: 2hrs. 10 mins. High Quality (Screen-Res 1920 x 1080 pixels) Video Format: MP4 (.mp4) Level: Beginner
  18. Short character reel showing work from a few years back. I use 3D-Coat for sculpting my characters, retopology, UV work and painting... Link to YouTube and Vimeo channel. http://youtu.be/pbGkBo0kg8c https://vimeo.com/100333717
  19. For games where the model will be converted into tris and use a texture and normal-map, Is it more efficient to use separated topology like this (22 tris) Or joined topology like this (28 tris) ??? and why
  20. I saved my project , and when i came back to it the green coloured re-topology is now just black line which i cant join/atactch more topology to. how do i change it back?
  21. 3D Coat seems to be crashing while doing Autopo with hard surface models. The mesh is 2 million polys. I also tried a decimated version from ZBrush. It's a pretty complex model so that might be a factor. Autopo works on another model without using the hardsurface setting. It seems to be stalling on CreatingCutGraph. Am I just being impatient or is really crashing?
  22. Hey Guys, I just want to let everyone know we are having a Summer Sale at LEARN3DSOFTWARE.com -All 3D Coat Tutorials are only $9 Each!! -We have training for 3D Coat Versions 3 and 4. We also have Lightwave, Zbrush and Modo Tutorials as well. We have close 100 Video Tutorials to choose from!! Come Visit Us at: http://www.learn3dsoftware.com
  23. Hey all! I'm having a bit of a hard time here so perhaps I could maybe get some help in here..... I hope this is the right forum. I just don't want to keep wasting time if I'm not getting anywhere! So, here's what I have- I have a dragon I have modeled, separate layers/objects for the eyes, teeth, horns, body and wings. I retopologized all of them, marked all UV seams, etc. in the Retopo room. I also painted it, and exports all work well (though I find Normals worked better in Voxel mode instead of Surface, and my paint is in Surface mode, sooooo.... I have to export separately. but that's not the big problem). Here's the problem: Being that I need them all as separate objects, I want to export all the retopologized UV's with their proper meshes. I.e., horn retopo and mapping only with horn .fbx, and so on. HOWEVER the mapping is all on one big map, and I can't get it to separate! I can get the OBJECTS separately, but all their maps- not so much. I tried importing the retopo mesh into PTEX so I could get it in the UV room and... oh my goodness. It's so glitchy. Also it deleted all my seams! The only thing I can think of is exporting each mesh, high res and low poly retopo, and baking normals that way. But would it transfer my paint data as well separately? I've attached what the PTEX error mess looks like, as well as what the current Retopo room looks like with the packed UV of all the objects. Thanks guys for any advice. -SJ
  24. Hey all, They just put up my new course over at Digital Tutors. Here's the link! http://www.digitaltutors.com/tutorial/1122-Retopologizing-a-High-Resolution-Sculpt-for-Games-in-3D-Coat I'd love to hear feedback! And thank you Pilgway for making such a great piece of software! Thanks for checking it out! -ShaneO
  25. heyas guys; i didn't like the results i was getting from AUTOPO, so i started retpologizing by hand. a good learning experience. :X i have a model that is made up of repeating elements (holes through a bar). so i thought i would build one segment, and then copy that segment where the other holes are. even smarter, i thought i would build 1/4 of the segment, then mirror the top to bottom, the front to back, and then the side to side, to get the whole piece. i have discovered clone. and i scaled the clone of the first 1/4 to -100% to get a vertically mirrored copy. the edges aren't perfectly straight, and the bottom edge of the top piece is overlapping the top edge of the bottom piece. even if i merge the two retopo groups together. so: how do i weld vertices? or how do i weld chunks of retopo to each other... without drawing more polygons between them? i got the vertices all into alignment with the transform tool. but the two pieces still think they are separate. they're all one retopo group, just... two different colours. :/
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