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Found 7 results

  1. Hi all, This is another question where I'm struggling with workflow. I built a complex model in Cinema4D that is designed for subdivision. there are a lot of really fine sharpening cuts. These make it somewhat difficult to build the UV set for, as I have to zoom way in to get exactly the right edge. Would you suggest doing those sharpening cuts once I've exported from 3DCoat? Or am I thinking about this wrong? Thanks! Justin
  2. Hi all, I'm really new to 3D coat. I've been creating relatively low-poly object in Cinema4d then importing them into 3Dcoat to UVMap and texture them. My question: If I want to subdivide my low-poly structure, do I need to do that before I bring it into 3D coat? It seems like it causes some problems when I bring the object back into C4D and subdivide there, after having UVmapped and textured in 3D coat. Thanks! -Justin
  3. I think it would be great, if 3DC would have a creasing capability for its Catmark subdivision algorithm. For now you have to beveledges that are supposed to be creased. That workaround is hard to manage (doubles vertices narrow to each other). Such approach is also not really useful for inward edges, that are shown on the illustration: The "Sculpt -> Retopo -> Subdiv Sculpt" workflow is very useful for complex curvy (car-design-like) hard-surface modelling. No matter how much you smooth with your brushes, you won't get a subdiv-quality CAD-like surface flow. This is much like in raster graphics where you won't get ideal tweakable gradients in Gimp or Photoshop - when you need those, you use a vector editor like Illustrator with its gradient meshes. Take a look at this ZB video using the technique I described: Seems like ZB is also missing correct creased subdivs, but has a special tool that creates double edges with a help of lasso tool. You may also take a look at the OpenSubdiv tech by Pixar: http://graphics.pixar.com/opensubdiv/docs/intro.html It is bound by and Apache license, so you could incorporate it without troubles. With the help of OpenSubdiv or not, 3DC would benefit greatly from a more advanced subdivision-assisted workflow. P.S. Subdivs are also an industry standard for animated characters, so a quick and valid retopo-mesh subdiv preview would also be a great plus for 3DC as taking part in different movie companies' pipelines. P.P.S. If you need a pair of hands to implement the feature, I'm also bounty-hunting as a programmer and open for cooperation.
  4. So Im getting this weird issue. When I hit the subdivide button either through surface tools, commands, geometry menu or even below voxtree, my model gets subdivided but like if I imported a triangulated model so quads arent splited into 4 quads like it should and instead triangles are splited into several triangles. This is totally messing my model making it full of knots and vertex stars. The thing is that I never had this problem before and I have been working with 3D Coat quite for long time. I didnt change either update 3D Coat recently so I have no idea what have changed since the last time I used the application. I have though that maybe I have exported my model wrongly form 3D Max but thats not the case. The model have been exported to FBX and OBJ but that doesnt make any difference. In fact, if I subdivide the model through the import tool (both with normal and flat subdivision) it gets properly subdivided into quads. I have tried with older models that I have sculpted before and these arent working either. Am I missing something? Its there any option to control how 3DC subdivides the models that I coul have accidentally changed? I didnt include any screenshot as I find it irrelevant. I can tell that the same happens with the included models library too and that I am using 3DC 4.5.23. The models are, of course, in surface mode. Any help would be greatly apreciated, thanks.
  5. So, as the title says, everytime I try to subdivide the mesh several time, it breaks. For example, I create a simple cube from the library in surface mode. I subdivide fine till 5. Once I click subdivide one more time, the mesh breaks and appears with a lot of artifacts. It happens with 3D Coat 4.5.19-21-22-23. Here it how a cube looks after the 6th subdivision. I also changed from OpenGL to DX but the problem persist. https://gyazo.com/1c27168515a08afbdd91ff16cc3db6bf
  6. Hello 3D coat dev team! I'd like to suggest a feature that would be vital to the 3D workflow. It would be invaluable if we could have preserved subdivision levels for surface objects like in Zbrush and Mudbox. The principal is that a surface object could be subdivided and manipulated at any level or resolution and whatever sculpted details or geometry shifting is made would be applied to every subdivision level including the lowest one. As it stands now, we are able to subdivide a surface object, but not return to the original version of the object. Once you subdivide in 3D coat, there's no going back to what you had. It would be useful to be able to manipulate a low-poly and high-poly version of the same object on the fly. Obviously this could not apply to a Voxel object, but it would be highly useful to be able to do this to surface objects. I've posted a potential example of how it could be integrated into the UI and a basic illustration of the concept below. Thank you for your consideration -Fletcher.
  7. Hello everyone! Does anybody know if it is possible to set the division direction of a quad without actually dividing it into 2 tris? Sometimes it would be nice to be able to change the direction because it doesn’t always divide the way you may want it to. Especially low poly meshes could benefit from this. Many thanks in advance, Greetings, Shu
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