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3D-Coat 3.0 ALPHA


Andrew Shpagin
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little problem:in GLversion all akira's shaders are displayed without shading

a 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.

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.

  • Advanced Member

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?

  • Advanced Member
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?

  • Advanced Member
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.

  • Advanced Member
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.

  • Advanced Member

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

  • Member

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 :)post-881-1231902545_thumb.jpg

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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!

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