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  1. I'm wondering about while painting, if I decide to change my retoped mesh. Say just deleting some loops. This could possible change or wreck some island seams. Or should I be able to finish painting export the uv and everythings ok.....maybe not! There must be a way to update the mesh in the uv and paint room??? *Also I just seen a software that when making changes to the high poly the low poly retopo cage will follow and change also. May post in new features requests this would be a great feature.....
  2. Just wondering about using models that are not retopoed to perfection! I used part auto-po for the mid section and hand retopoed the rest for my first character sculpt. http://3d-coat.com/forum/index.php?app=galleryℑ=421 I realized how bad the flow lines and loops are crossing weird ways from the auto-po, since I did not guide them very well with splines. Is this a major headache for animation/animators? Spend hours fixing it? It is all quads.....Maybe post and try and sell on Turbosuid for cheap stating they can clean up if wanted? I probably won't get into weight painting, bones and animation for some time myself , so I have no clue to possible flow line problems during animation...
  3. Hi i am new to 3d coat and cant retopo for shit. I am using 4.1 and am trying to find the auto-retopo tool and cant.? can anyone help. Or can anymone auto-retopo my model for me? Link to file down below. https://drive.google.com/file/d/0B2VeLs8JcP-dVm1yaUtkM2I0bkU/edit?usp=sharing
  4. I Havant used 3dcoat much and ive been trying to retopologize and uv map without success. ou As you can see i'm wanting a very lowpoly model, if anyonne knows of someresources that would help me with this I'd like to know The UV's are a disaster and I Dont know how to tweak the uv's so I can get rid of these nasty seems. These look like the most important things for me to learn, so if anyone can help me out, that'd be great
  5. 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
  6. A basic question about retopo. I was wondering if I should be placing my retopo lines to follow the edge all the way. They get pulled that way by other loops I guess, where I put the color dots in the image. Also the "caps" shown where I drew a line in the image, seem to cause a hassle(they can get bunched up). Probably should have used quads all the way around the edge and worked from the edge? If I used quads all the way around the edge the triangles would have ended on top. Not sure why I'm asking!
  7. I modeled my character with it's mouth a little closed. So I used the voxel hide to get at the part for retoping. Crashed the first time. Second time I downgraded the mesh to disk and seemed to work fine. Is it possible to hide parts of the retopo mesh that may be in the way? I know the opacity can be set. I would like to hide the lines also......
  8. 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. :/
  9. It could be very beneficial to have a paint tool that hides areas of a mesh while doing retopo work.
  10. It would be great to have the ability to have 3D Coat identify unsymmetrical areas via an automatic paint that could essentially not only show where you have regions like that, but also to be able to ignore those areas when doing retopo/paint work.
  11. Hi I'm buildings several stones in the same scene, and I've a problem when uvmapping because all uv map are together on the same map. The only way to avoid this seems deleting the objects i don't want to see on the uvmap before to merge into the paint room. but this mean I have to rebuild them later. is there an other way?
  12. Hello. I am trying to make low ply objects for games (as a hobbyist and beginner) but i cant seem to find how i can merge the normal map from the sculpted mesh on to my retopoed version without the ugly result i get shown bellow
  13. This is a fairly detailed tutorial that follows step by step the retopology techniques I use to produce a baked low poly garment. The garment was created using 3D Coat's cloth tool so if you would like to see a tutorial that covers how to make similar items of clothing, just let me know and I'll set one up. I use blender for it's powerful modifier to achieve a task that would normally take a VERY long time without it. The results could have been cleaned up a lot more and several extra extrusion steps / subdivides put in place to ensure that it was a more usable finished result, however I believe that the finished product would work well for most games. Well, I hope you all enjoy this tutorial, I wasn't able to locate any other tutorials that cover this workflow I demonstrate and thought it's something the community could really benefit from. Thanks, Jax n.b. The video will be live in 6 Hours Time as it runs for 50 Minutes and covers all the steps from start of retopology right through to a finished baked version of the pants.
  14. Hello! I'd like to retain the density I painted on my voxel object for the AUTOPO process. It always gets discarded. Is there a way to bake it in? I'm using the latest V3. regards, Henning
  15. Hi all Just thought I'd post a link to some work I did with 3DC voxels on my website. This link shows the all the characters, these were colorised in Photoshop ( done before you could add colour to voxels ) http://www.draw-it.co.uk/?project=trench-project The thumbnails on show some very quick auto retopo work done on the sculpts to get the geometry into LW. I used the mesh to position proxy versions of the characters in a virtual studio. The attached is better view of one character.
  16. What is the quickest, easiest, and most effective way to retopo this piece? it's basically a rectangle, bent, flared, and has some regular and irregular holes through it. RetopoThis.png preferably without having to draw every single vertex. (how do you get rid of those, btw?) or every single quad. i did hand-retopo one hole then duplicated it up the other holes, but then didn't know how to work it in with the flare at the bottom. i tried autopo with various settings (love the new crease settings and tangent smooth for the sharp-edged stuff), but no joy, there. and i tried drawing all the cross sections i wanted (strokes tool) and all the connecting lines, and the circles around the circular parts. but no joy on that, either. is there a fast/easy way to take all the crossing strokes and tell 3dc that i want to turn the grid i drew into polygons? :X
  17. 3DC v4.0.7B(gl) Windows XP3 okay... disregarding tiny details, such as i haven't shown the eyebrows/lashes in the retopo, and i haven't actually finished massaging the retopo into place... why does this retopo export as this obj? symmetry is on (X). i selected the retopo layer i was working on, and did file: export retopo mesh. i basically followed the tutorial vid, the one with the ant and the head, where imoprted meshes are used to glom onto the voxel retopo base. you transform the mesh to get it approximately the right dimensions, use the brush to move bits into place, then turn on autosnap to closest-along-normal and bump it into place with the smooth and brush tools. that actually went fairly well. and then it exports this asymmetrical monstrosity. also, it seems to have lost 6 vertices and 13 faces, which i kinda need. while i'm here.... this head mesh i'm using has several materials (skin, inner mouth, eyebrows, etc.). they come in under different retopo groups. is there a way i can work on several of these groups all at once, without having to merge them together? i can't seem to shift-select or ctrl-select several 'layers.' not even to export them all without merging them. i would really like to do that. :/ if i have to merge them, okay, but is there a way i can have them keep their materials? they blend all into one material when i merge them and export. why me? am i asking the impossible?
  18. Malo

    Alien Challenge Head

    From the album: Malo

    Head for the Alien Challange. Complede workflow timelapse. Sculpting, Retopo, UVs and Texturing. http://youtu.be/h_exNtRdW5M

    © Malo

  19. I have been playing around with the retopo and autopo tools with some success on organic shapes but seem to be having problems with hardbody shapes. Could anyone help me with in particular maintaining good edges (sharp edges, 90degree beveled etc.) Thanks
  20. heyas guys! i'm so happy, i've just completed my first model in 3d coat! now i need to retopologize it. and, of course, i have a problem. first, i tried autopo. and it made ugly, clunky retopo mesh. didn't like that. so then i'm following the spider (legs) tutorial ( ).%C2'> when i hit enter... i don't get a nice retopo mesh, i get some chunks hanging out in space. see attached illustration. i do not understand why i am getting this result. notes: for the detail bit on the side... the main voxel layer has the indent subtracted from it. the convex capsules in the indent are on a different voxel layer. i don't know if the retopo is looking at those, or ignoring those, or becoming completely confused by those. i tried raising the number of segments from 12 to 32, and the spline points density from 100 to 295. that did not alter the results at all. i tried drawing only one vertical line (as in the video), but that didn't have the desired effect. instead, there were fewer chunks and more empty space. any guidance as to what i am doing wrong would be appreciated! and... how to do it right, even more so! thanks
  21. Hello. Retopologization of organic models in 3D Coat is quite pleasant. But it's about the other end of the surface world I'd like to ask a question about. How do you guys retopologize so called hard surface sculptures that are intended for further subdivision in your rendering and animation packages? Sculptures containing circular/curved holes on smooth, but curved surfaces. Sculptures for which you don't have any base meshes because objects were created in 3D Coat from scratch or maybe they were NURBS solids imported into 3D Coat for further modification and detail sculpting. I'm thinking things like toasters, guns, graters, walkie-talkies, hinges, tanks, planes, boats, etc. Do you have some tips or tricks to share perhaps? For me, retopologizing this kind of objects without a SubDiv base mesh already prepared is a hard and slow process because of the lack of standard modelling tools, Catmull-Clark subdivision, grid/object/component snapping available in the Retopo Room. Without these tools, creation of regular shapes like circles, ellipses, perfect grids, boils down to eyeballing and this is not good. I constantly have to switch between 3D Coat and subdivision modelling program in order to prepare mesh chunks for import to 3D Coat, inspect subdivision, align components, etc. It's not a very friendly workflow. I'm sure there are a better and faster ways to accomplish this kind of task and in hope of hearing about them I decided to write this post.
  22. 3D Coat 4.0.04B(GL) 32bit trying to follow the steps/methodology outlined in this thread: http://3d-coat.com/forum/index.php?showtopic=14408 ... i was actually having more luck in the previous beta version... TL;DR: Why does selecting a Surface Sculpt tool make my mesh disappear totally? Also, why does converting it from voxel to surface make huge chunks of the model disappear? How can Bloodsong import an OBJ and sculpt on it? 1: new scene retopo room import reference mesh, select obj file. Problem: the obj comes in with a texture, but the texture is upside down. how can i flip the texture, or just not display it? 2: retopo menu: use current low poly mesh. gets rid of the texture view, anyhow! 3: voxel room merge tool pick from retopo; the object appears Problem: hitting 'Enter' to commit at this point causes huge chunks of the mesh to go missing. 4: avoid hitting 'enter,' just click the V in the layers to change to S mode. this seems to work fine. the voxel sculpt tools at the top of the toolbar turn into surface sculpt tools. select the first tool. Problem: this causes the entire object to vanish. 4a: to avoid object disappearance, just close the merge tool, and hit enter to 'commit' the object. a darker grey duplicate object is created, but the bright white starter object is still there. there doesn't seem to be a way to get rid of it. what am i doing wrong? what am i failing to understand, here?
  23. There have been a number of times where I've made a copy of something in the Voxel Room that I need to retopo both pieces for, but I have no easy way to duplicate the retopo mesh for, as they're turned facing each other. It would be great to have duplicate retopo layer and mirror options.
  24. Hi I have a little question about the symmetry in the Retopo Room. I always work on the "wrong" side. Not sure why, maybe it is from the work in other apps. But is there a way to make the "wrong" side of the symmetry in X, to the correct side? I know i could use the flip option on the symmetry, so that the wrong side is the correct side, but i have always to flip it on every startup of 3d coat. Any help or idea would be nice. Regards Malo
  25. If we could add tweak room capabilities to the retopo room, we could adjust the retopo mesh with the sculpt at the same time. This would allow us to "tweak" our sculpt before baking and also have the ability to use post-bake tweaking in the Tweak room for further adjustments. Right now, if I change a sculpt, I have to change it in the Voxel room and then do the same to the mesh in the Retopo room separately.
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