Advanced Member Juan Carlos Montes Posted January 13, 2009 Advanced Member Share Posted January 13, 2009 Andrew Quadrangulation works Great!! Yeah you are a genius!! Link to comment https://3dcoat.com/forum/index.php?/topic/1412-3d-coat-30-alpha/page/148/#findComment-13581 Share on other sites More sharing options...
Advanced Member akira Posted January 13, 2009 Advanced Member Share Posted January 13, 2009 little problem:in GLversion all akira's shaders are displayed without shadinga very small problem compared to all the bug fixes, Not all of them , only on PicMat shaders. It seems Andrew commented out line 26 of each PicMat shader in GL version, don't know why but this line shouldn't have been commented. v_Normal=(vec4(Normal, 0.0) * g_WorldViewMatrix).xyz; It's the view space normal used to sample the shader ball texture. akira. Link to comment https://3dcoat.com/forum/index.php?/topic/1412-3d-coat-30-alpha/page/148/#findComment-13582 Share on other sites More sharing options...
philnolan3d Posted January 13, 2009 Share Posted January 13, 2009 I don't know who came up with Lamblight, but that's still messed up since the past several alphas. The color / shading changes when you increase res. and sometimes when you zoom the camera in. Link to comment https://3dcoat.com/forum/index.php?/topic/1412-3d-coat-30-alpha/page/148/#findComment-13583 Share on other sites More sharing options...
Advanced Member PoopaScoop Posted January 13, 2009 Advanced Member Share Posted January 13, 2009 People generally retopo becuase they want the topology to flow with the model's form, for purposes like animation, adding more details or optimizing for a games model. I assume the automatic quadrangulation will not flow with the models geometry, so I can't see under what circumstance it will be useful, Unless it was possible to set guides to how it Quadrulates. Or an I'm missing something? Link to comment https://3dcoat.com/forum/index.php?/topic/1412-3d-coat-30-alpha/page/148/#findComment-13584 Share on other sites More sharing options...
philnolan3d Posted January 13, 2009 Share Posted January 13, 2009 Have you tried it? I only tried it briefly because I've been busy, but it seemed to follow the flow pretty nicely to me. Link to comment https://3dcoat.com/forum/index.php?/topic/1412-3d-coat-30-alpha/page/148/#findComment-13585 Share on other sites More sharing options...
Advanced Member kay_Eva Posted January 13, 2009 Advanced Member Share Posted January 13, 2009 People generally retopo becuase they want the topology to flow with the model's form, for purposes like animation, adding more details or optimizing for a games model. I assume the automatic quadrangulation will not flow with the models geometry, so I can't see under what circumstance it will be useful, Unless it was possible to set guides to how it Quadrulates. Or an I'm missing something? So you think Andrew doesn't understand what retopo is for? Link to comment https://3dcoat.com/forum/index.php?/topic/1412-3d-coat-30-alpha/page/148/#findComment-13587 Share on other sites More sharing options...
Advanced Member akira Posted January 13, 2009 Advanced Member Share Posted January 13, 2009 I don't know who came up with Lamblight, but that's still messed up since the past several alphas. The color / shading changes when you increase res. and sometimes when you zoom the camera in. It's because the fresnel factor which controls edge glowing becomes too high when the camera is getting too close to the model. Currently the camera get closer to our model each time when we increase resolution, this problem won't happen if you zoom out or switch to ortho-projection mode. I don't have enough time to improve this issue for now, so be patient please . akira. Link to comment https://3dcoat.com/forum/index.php?/topic/1412-3d-coat-30-alpha/page/148/#findComment-13588 Share on other sites More sharing options...
philnolan3d Posted January 13, 2009 Share Posted January 13, 2009 I don't have enough time to improve this issue for now, so be patient please . No worries. Link to comment https://3dcoat.com/forum/index.php?/topic/1412-3d-coat-30-alpha/page/148/#findComment-13589 Share on other sites More sharing options...
Advanced Member TOXE Posted January 13, 2009 Advanced Member Share Posted January 13, 2009 Hi Andrew, any news on OSX version with quadrangulation ? Thanks -TOXE Link to comment https://3dcoat.com/forum/index.php?/topic/1412-3d-coat-30-alpha/page/148/#findComment-13592 Share on other sites More sharing options...
Advanced Member JamesE Posted January 13, 2009 Advanced Member Share Posted January 13, 2009 People generally retopo becuase they want the topology to flow with the model's form, for purposes like animation, adding more details or optimizing for a games model. I assume the automatic quadrangulation will not flow with the models geometry, so I can't see under what circumstance it will be useful, Unless it was possible to set guides to how it Quadrulates. Or an I'm missing something? Hey PoopaScoop, My understanding is that people doing renders or stills or other non-animation dependent stuff were pushing for this. Not having a need to do proper topology they could do their voxel sculpt and then either continue painting on a lower rez polygon version quickly after or send it off to zbrush or mudbox for further detailing or rendering in another app. I didn't really think I'd have much use for it since most of my stuff goes on to be rigged and animated, but I might try using quadrangulation as a way to further detail in zbrush too. I think I was expecting to have more control over the resolution of the quad mesh that gets generated. None of the initial settings seemed to provide that. Subdividing from the topology menu kinda works though - assuming you'd need higher rez. Will see what later builds can do though I guess. Link to comment https://3dcoat.com/forum/index.php?/topic/1412-3d-coat-30-alpha/page/148/#findComment-13593 Share on other sites More sharing options...
Member tildee Posted January 13, 2009 Member Share Posted January 13, 2009 For me the quadrangulation is very useful, because I never have made an animation. I only make stills... Tilo Deeg Link to comment https://3dcoat.com/forum/index.php?/topic/1412-3d-coat-30-alpha/page/148/#findComment-13594 Share on other sites More sharing options...
Advanced Member Jokermax Posted January 13, 2009 Advanced Member Share Posted January 13, 2009 E menu is amazing, havent used it before thanks for making quadrangulation work with symmetry! Link to comment https://3dcoat.com/forum/index.php?/topic/1412-3d-coat-30-alpha/page/148/#findComment-13595 Share on other sites More sharing options...
Advanced Member kay_Eva Posted January 14, 2009 Advanced Member Share Posted January 14, 2009 I think you can use this for animation. I really do. And Andrew is likely to want to improve upon it over time. Of course you'll probably want to edit it afterwards. But who knows he may implement some tools (ie control points) that help you help the program do it just the way you like it. Like forinstance if you can like tag a part of the mesh to tell it that, "this is a finger so retopo it like a cylinder" maybe you can then paint the area that you think is going to be a joint or, "this is the head, so I want you to make a circle around anything that resembles an oriface" or something like that Link to comment https://3dcoat.com/forum/index.php?/topic/1412-3d-coat-30-alpha/page/148/#findComment-13596 Share on other sites More sharing options...
Member Ondrej Svadlena Posted January 14, 2009 Member Share Posted January 14, 2009 I have finally freed myself from Maya a bit and was able to get on with my short film using 3Dcoat. I must admit I'm quite amazed indeed. Great work so far Andrew! I have tested the quadrangulation capabilities and for a first attempt, again, very impressive. Included is an image of the latest model I'm working on. My workflow, as of now, would be: quadrangulation, import to Maya, some minor poly relaxing and poly reducing, animation using FFD's and dynamic nCloth simulation. Even rigging with a classical bones setup would work although if you're more into photorealistic modeling/animation, you'll want a somewhat more refined edgeflow. Still this is the first go with quadrangulation. I'm sure there will be additional tools to control polygon spreading in the future. Just remember Alpha1 and the way it evolved Link to comment https://3dcoat.com/forum/index.php?/topic/1412-3d-coat-30-alpha/page/148/#findComment-13598 Share on other sites More sharing options...
Advanced Member kay_Eva Posted January 14, 2009 Advanced Member Share Posted January 14, 2009 oh no there is a bug where if I quadralate a voxel during one session, then close the program and later on use it again to quadrangulate a different voxel, that the program gets confused and then loads the old retop'd mesh and displays it without actually retop'ing the new voxel. What files do I have to send you or do you want screenshots thanks! Link to comment https://3dcoat.com/forum/index.php?/topic/1412-3d-coat-30-alpha/page/148/#findComment-13599 Share on other sites More sharing options...
Recommended Posts