Advanced Member geo_n Posted October 17, 2013 Advanced Member Report Share Posted October 17, 2013 Andrew at 4.0.07 told about symmetry... but i always tested autopo with symmetry off... same horn object first test enable symmetry planes ON After all process no mesh was created, but yes a new retopo layer groups was --------------- 2nd test enable symmetry planes ON horn.3b - 3D-COAT 4.0.08(CUDA)(DX64)_2.jpg 1st and 2nd test have symmetry ON but two different results? Link to comment Share on other sites More sharing options...
Carlosan Posted October 17, 2013 Report Share Posted October 17, 2013 yes, always ON the first one no create any mesh (bug?) the 2nd try give the mesh showed in the pic. Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted October 18, 2013 Advanced Member Report Share Posted October 18, 2013 That's definitely a bug. Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted October 18, 2013 Author Report Share Posted October 18, 2013 Mac & Linux build 4.0.08 uploaded. 1 Link to comment Share on other sites More sharing options...
Advanced Member manticor Posted October 18, 2013 Advanced Member Report Share Posted October 18, 2013 I find this latest version of autopo almost perfect .I've been testing with a female figure and it captured everything very well with only a few strokes .the only let down is on the face area ,it makes a mess of the face ,even with guides to direct flow and even with density painting that it seems to ignore .The good thing about this tho is that it creates edge loops and because of that reason ,I'm using autopo over zremesher as it is a lot easier to optimise and modify ,and also the uv tools are great for marking out seams .Something that would take the best part of a day has turned into a 30 minute job ( retopo,modify ,uv and then bake in xnormal) .if 3dc had Unity's tangent basis normal map output ,real AO and curvature map output ,I would stay in 3dc for the whole lot. I would say that it 90 % complete ,just needs a little further refinement. 1 Link to comment Share on other sites More sharing options...
Carlosan Posted October 18, 2013 Report Share Posted October 18, 2013 manticor hit the nail, i agree 1000% (and dont forget lightmaps too) and man, the result is amazing... face and fingers needs some love but, who cares... i didnt use any guides overall shape is perfect and... NO SPIRALS ANYMORE !!! this version changed my professional life in an amazing new ways of possibilities... and some personal projects come to life again now that can be autopo in an easy way... Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted October 18, 2013 Advanced Member Report Share Posted October 18, 2013 I just tried the OSX build. The new auto retopology is impressive already. I didn't scale the original voxel because it was big enough. I tried to export the mesh (it seems this build is a demo?). I saved the file and I was able to export from the registered 3dc v4. Anyway, lot of manifolds near the symmetry line. A complete mess of overlapping faces there. I exported a ~2000 faces mesh. Lot of work to clean it (in blender) (edit: LOL, I figured out how to clean it up in 2 seconds in blender ) Great work Andrew, with the exception of this symmetry issue. Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted October 18, 2013 Reputable Contributor Report Share Posted October 18, 2013 (edited) I just tried the OSX build. The new auto retopology is impressive already. I didn't scale the original voxel because it was big enough. I tried to export the mesh (it seems this build is a demo?). I saved the file and I was able to export from the registered 3dc v4. Anyway, lot of manifolds near the symmetry line. A complete mess of overlapping faces there. I exported a ~2000 faces mesh. Lot of work to clean it (in blender) (edit: LOL, I figured out how to clean it up in 2 seconds in blender ) Great work Andrew, with the exception of this symmetry issue. Did you have Mirror snapping at 0? Try and use a value of 30-40. Edited October 18, 2013 by AbnRanger Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted October 18, 2013 Advanced Member Report Share Posted October 18, 2013 @Abn, How I missed it? Right. thanks, it worked. Link to comment Share on other sites More sharing options...
Advanced Member manticor Posted October 18, 2013 Advanced Member Report Share Posted October 18, 2013 Here's my result from playing around with the autopo . Overall it gives a good result but too many polys in extremities and messes up in the face area even with guides placed and density painted on the face area aswell. Uploaded with ImageShack.us Link to comment Share on other sites More sharing options...
Member SilverCity Posted October 19, 2013 Member Report Share Posted October 19, 2013 Mac & Linux build 4.0.08 uploaded. Were there any changes made to the Remesh (enter key) operation? Most of the time, but not always, I'll get a popup window with a "Required polycount" dialog. This is new. Try this. Choose the large sphere from the Surface mode splash screen. Use the Move tool to pull out a part of the sphere, hit the enter key and part of the mesh disappears. Polycount size and "Remove stretching" also has an effect on the mesh corruption. Link to comment Share on other sites More sharing options...
Advanced Member Tser Posted October 21, 2013 Advanced Member Report Share Posted October 21, 2013 Nice job Andrew with V 4.0.08 Linux build, love the improvements with the Autopo, but I am getting some issues with Symmetry causing a double up of the edges at the centre of the mesh, its as if there was an extra edge loop added to the centre of the mesh. T. Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted October 21, 2013 Author Report Share Posted October 21, 2013 Nice job Andrew with V 4.0.08 Linux build, love the improvements with the Autopo, but I am getting some issues with Symmetry causing a double up of the edges at the centre of the mesh, its as if there was an extra edge loop added to the centre of the mesh. T. Please show screenshot, maybe it is Mac/Linux specific so I have not noticed it. Generally symmetry should improve result greatly. Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted October 21, 2013 Advanced Member Report Share Posted October 21, 2013 Nice job Andrew with V 4.0.08 Linux build, love the improvements with the Autopo, but I am getting some issues with Symmetry causing a double up of the edges at the centre of the mesh, its as if there was an extra edge loop added to the centre of the mesh. http://3d-coat.com/forum/index.php?showtopic=10395&p=100857 Link to comment Share on other sites More sharing options...
Advanced Member Tser Posted October 21, 2013 Advanced Member Report Share Posted October 21, 2013 Please show screenshot, maybe it is Mac/Linux specific so I have not noticed it. Generally symmetry should improve result greatly. A screen shot won't show the extra edge at the centre of the mesh as it it located in the same space as the centre edge that you can see, maybe I'm doing something wrong or I haven't got the settings right, I will do more testing, but one thing for sure is that with symmetry turned off the mesh which is created is very nice. There was a couple of overlaps, but they were easily fixed, looks like I will have to put ZB aside for now. T.. Link to comment Share on other sites More sharing options...
Contributor artman Posted October 22, 2013 Contributor Report Share Posted October 22, 2013 Andrew,thanx a ton for Instances and Auto-pick!!! ....I'm working on something right now and without those 2 features I think I would have a nervous breakdown. Link to comment Share on other sites More sharing options...
Advanced Member Tser Posted October 23, 2013 Advanced Member Report Share Posted October 23, 2013 Very impressed Andrew, good work with the Retopo (Autopo), using strokes with symmetry works very well to produce a mesh with great edge flow, the problem I had before was due to not setting the Mirror snapping to more than zero (25%), I think that this setting should be default at something above 0%. T. Link to comment Share on other sites More sharing options...
philnolan3d Posted October 23, 2013 Report Share Posted October 23, 2013 Long standing problem in 3DC that I just came across again. It seems that all of the functions in the Paint room Hide menu not only affect things hidden with the Hide tool, but also anything hidden with an eye icon. So for example in my current project I have a whole room with about a dozen items on the Materials panel and I've hidden all but one of them with their "eyes". On the one that's left I've hidden several polys with the Hide tool. I finished my painting and want to invert it so that I can paint the rest of that object. Here's the problem. Invert Hidden Faces from the menu makes the entire room visible except for the polys I was just painting on. if I click any of the eye icons everything disappears except the one material I was working on. So the only way for me to do that Invert Hidden trick is to have all of the Materials showing all the time. Link to comment Share on other sites More sharing options...
Advanced Member Tser Posted October 23, 2013 Advanced Member Report Share Posted October 23, 2013 I just discovered that painting a density map with Autopo is not a good idea, the resulting mesh under the area which i painted the density came out pretty crappy. Link to comment Share on other sites More sharing options...
Advanced Member Tser Posted October 23, 2013 Advanced Member Report Share Posted October 23, 2013 I just discovered that painting a density map with Autopo is not a good idea, the resulting mesh under the area which i painted the density came out pretty crappy. If I reduce the mesh from 20K to 5K then the density masking works much better, but still needed a bit of manual attention, but all in all the result was very good. Link to comment Share on other sites More sharing options...
Advanced Member Tser Posted October 24, 2013 Advanced Member Report Share Posted October 24, 2013 Having a few problems getting my UV map to be created symmetrical, I have a symmetrical head and I have symmetry turned on but I cannot get a symmetric map. Any ideas? Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted October 24, 2013 Contributor Report Share Posted October 24, 2013 If what you get isn't symetrical, can you show what it is? Link to comment Share on other sites More sharing options...
Advanced Member Tser Posted October 24, 2013 Advanced Member Report Share Posted October 24, 2013 If what you get isn't symetrical, can you show what it is? Just get any symmetrical object, autopo it to get your mesh, do a symmetrical copy of its group, then create some seams and unwrap the uv's with mirror turned on, I assumed that you would get a symmetrical uv map, but it's not. T. Link to comment Share on other sites More sharing options...
Carlosan Posted October 24, 2013 Report Share Posted October 24, 2013 happy birthday Tony ! Link to comment Share on other sites More sharing options...
Advanced Member Tser Posted October 25, 2013 Advanced Member Report Share Posted October 25, 2013 Is there a trick to getting a low rez mesh with baked displacement using merge to scene MV? I have spent all day today but the only way I have found to get a good quality displacement (fine details from the sculpt), into the paint room is to subdivide the low rez mesh in the retopo room a few times before merging. This used to work but I cannot get it to work now. Sub dividing the low rez retopo mesh defeats the whole point. I just want to get my low rez, retopo mesh with baked high detailed displacement map out of 3DCoat. Am I doing something wrong, or has something changed, I think I've been using ZB for way too long. I did get around this by exporting out my low rez, retopo, uved mesh before sub dividing it and later, using that as my low rez mesh and generating maps from the sub divided mesh, surely this is not the way to go, Any help would be greatly appreciated. T. Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted October 25, 2013 Author Report Share Posted October 25, 2013 Pay attention to method of baking - closest along normal or outer surface. Last one is better but requires careful scan distance checking. Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted October 25, 2013 Reputable Contributor Report Share Posted October 25, 2013 (edited) Are you maybe forgetting to set the millions of polygons that 3DCoat internally uses to create your displacement map... (not the carcass amount). It has to be greater than the amount of pixels in your texture otherwise the displacement map will be low in quality... I get fairly good displacement maps from 3DCoat... As you see in my pic the texture is 4k and the amount of polygons is only 1 million, that is an incorrect settting... You need at least 16 million to 18 million for a 4k image... Linux version 4.0.08 64 bit... Edited October 25, 2013 by digman 1 Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted October 25, 2013 Reputable Contributor Report Share Posted October 25, 2013 @ Tser, This goes with the above post and just to be sure, you are exporting from the file menu \ export for the better settings of your displacement maps and not under the textures menu. I think you are as an experienced 3DCoat user but I put it here for others. I use the 32 bit Exr file format for my displacement maps to be used in Blender. 1 Link to comment Share on other sites More sharing options...
Advanced Member Tser Posted October 25, 2013 Advanced Member Report Share Posted October 25, 2013 Andrew I have been using "Snap to closest along normal" because when I used the other method I kept getting areas which were devoid of uv coverage (invisible with moving checker pattern), I tried the spheres of influence with the "Snap to outer surface" but they didn't help, the only way which captured a clean map was with the "Snap to closest along normal" method. Digman, I set the "millions of polygons" to 16, then 20 then tried 32 but the result was the same, I used a 4k map size also, I exported from the File>Export model, I tried to export just the displacement map from the Textures>Export but this resulted in just a plain grey map with no details on it, I tried Tiff format. Why should this be so hard to do? it never used to be. T. Link to comment Share on other sites More sharing options...
Javis Posted October 25, 2013 Report Share Posted October 25, 2013 I've recently experienced similar result Tser. I reported it, but then it wasn't happening. Then, it happens again. I can't nail down why. So if you have a great example scene to send Andrew, please definitely do. I, and I'm sure you, want this bug fixed asap. It makes painting completely unusable when it happens. Link to comment Share on other sites More sharing options...
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