Jump to content
3DCoat Forums

Search the Community

Showing results for tags 'deform'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements and new feature demos
    • New Releases, Bugs Reports & Development Discussion
    • Linux Releases
    • 3DCoat AppLinks
    • Feature requests
  • 3DCoat
    • General 3DCoat
    • Tutorials
    • Coding scripts & plugins
    • SOS! If you need urgent help for 3DCoat
  • Community
    • CG & Hardware Discussion
    • Content exchange
    • Artwork & Contest
  • International
    • Brazil Forum - falamos português
    • Chinese forum - 3DCoat用户讨论组
    • Japanese forum - 日本のフォーラム
    • German Forum - Man spricht Deutsch
    • French Forum - Forum Francophone
    • Russian Forum
  • 3DC's Topics
  • 3DC's Tips
  • 3DC's Topics
  • 3DC's Paint
  • 3DC's Hipoly
  • 3DC's Lowpoly

Calendars

  • Community Calendar

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Google+


YouTube


Vimeo


Facebook


Location


Interests

Found 2 results

  1. Hello, here's a little tip. It might be something that's plainly obvious to a lot but this only recently occurred to me after years of using the software. This is an approach to getting an effect in the vein of "Elastic Deform" from Blender sculpt tools; big deformations, and doesn't break the surface even though the resolution is big. It's helpful if you need to make significant changes on the object's silhouette, or otherwise. The summary is: Use a separate mesh as a guide for the strokes, irrespective of the mesh you are sculpting on, and simply using the Move tool. The steps are as follows: 1. Create a mesh to be the "guide" for the brush. I use a cube, since it is convenient for constraining strokes to the multiple axes on the cube's surface sides. 2. Change the "guide" mesh's shader to be see-through with the opacity slider, so you can see what's going on around it. Freeze the surface of the cube to prevent it from being deformed as well. 3. Pick the Move tool. Make sure "Through all volumes" setting is on (top bar check box) 4. To reposition or rotate the cube, use the screen space gizmo control hotkeys. The "Navigation Control" (default hotkey: N) can also be handy to reposition or rotate it. 5. Unghost; unfreeze; unhide only the sculpt meshes you want to work on. 6. Stay on the "guide" mesh you created. Stroke with the move tool. Observe the move tool now works outside the bounds of the sculpt and is locked to "guide" surface, facilitates big but precise deformation of the sculpt mesh, without breaking surface too much. Bonus step: Can of course also mask parts of the sculpt mesh, the move tool then allows you to have great control over an extrusion like effect. Video demo: 3Dcoatgl64 Soft Deform Tip.m4v Hope this can be of help to somebody. Even though it is such a trivial little method, it has made a significant difference in my workflow. I'm the type to much prefer to move the points into place and then fix, instead of applying a lot of compounding sculpt strokes to get to where I need to be.
  2. I apologize at the beginning because the question maybe too silly... After importing scans of persons into Retopo Room to create some cutting patterns I have sometimes bad scan areas, for example a fillet in the crotch (where I didnt collect data with the scanner). If I want to remove/smooth that fillet in Retopo whats the best way to do it? If I manipulate in Paint Room, the mesh stays the same, only the underlying body is modified... but I only need the mesh for my purpose.
×
×
  • Create New...