Advanced Member arumiat Posted April 12, 2014 Advanced Member Share Posted April 12, 2014 Hi guys I've got the trial version and just wanted to test out its basic features. I took a .ply file and remeshed it from triangles to quads in Blender. Then imported it into 3D coat as a .ply to attempt auto-retopo. But I get a crash no matter what version I run (CUDA etc). It tells me the program has become unstable and needs to close.. First few lines of crash report... Version:3D-COAT 4.1.00(CUDA)(DX64) Memory status: OK pointers: 27770 Video: Intel® HD Graphics 4000 Intel® HD Graphics 4000 Intel® HD Graphics 4000 NVIDIA GeForce GTX 660M nproc: 8 (1)object: () vert: 0 poly: 0 rt:256x256 undo: (1) tool: RetopoTool NumMeshLoads: 0 VoxelTool: 53 RetopoTool: 12 UV_Tool: 1 40A14DD0 3d-coat\quadrangulation.cpp line 3375 [+0], CrossField::SeekForSpecialVerts+608 40A185BD 3d-coat\quadrangulation.cpp line 3957 [+0], CrossField::ExtrapolateField+3677 Is there a key problem in terms of the mesh I'm using or my workflow? Thanks in advance Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 12, 2014 Share Posted April 12, 2014 will you please share the model to try ? i can see very low resolution, open holes in geometry and crossed vertices. Quote Link to comment Share on other sites More sharing options...
Advanced Member arumiat Posted April 12, 2014 Author Advanced Member Share Posted April 12, 2014 Hi Carlosan Happy to share a link directly to you? it's for a commercial project so can't share it publicly Thanks Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 12, 2014 Share Posted April 12, 2014 pm reply done //edit About your model- You need to export only the select object, the export have some meshes used for lighting emission- model is full of holes and floating parts After cleanup inside 3DC Fast autoretopo test without any crash 18K Quote Link to comment Share on other sites More sharing options...
Advanced Member arumiat Posted April 12, 2014 Author Advanced Member Share Posted April 12, 2014 Nice one thanks! Didn't realise my emission planes were also being exported, oops. Will look through the tutorials and come back w some questions no doubt. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 12, 2014 Share Posted April 12, 2014 Lastly, which of your Youtube tutorials would you recommend for my purposes? - I've already watched the one on retopologising organic models. It'd also be good to watch one that shows you how to change the UI so that panning, zooming, rotating is the same as in Blender, I've tried playing around to reset these in the camera options but no luck so far. https://www.youtube.com/watch?v=PoMewuVdg74 You can customize the navigation for your own purposes Quote Link to comment Share on other sites More sharing options...
Advanced Member arumiat Posted April 12, 2014 Author Advanced Member Share Posted April 12, 2014 (edited) A few new questions of course 1. the navigation numpad hotkeys don't work despite being listed in the navigation menu, why might this be the case? ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 2. so I have a new ply that I brought in via your instructions of 'import mesh for voxelising'. I autoscaled (gives like 5million polygons), and then clicked 'make mesh closed' Hit 'apply' and I have two meshes like I did with the old .ply I sent you. Why are there 2 meshes in the scene? And for some reason my new .ply is doing the above, it's missing loads of geometry... Tried again and got this result where there are just some pixels in the place of the new mesh. Is it obvious what I'm doing wrong? I'm not clear on what all this merging business is.. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 3. I'm worried about using the 'auto-scale' function. It's important my object keeps its exact original dimensions. When I get asked this question does it mean that I'm going to be exporting at the original dimensions and not the new autoscaled ones? Thanks in advance Edited April 12, 2014 by arumiat Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 12, 2014 Share Posted April 12, 2014 You need to turn symmetry off And press apply to finish the import sorry but your model is very noisy first need to clean up it, before to do retopo Quote Link to comment Share on other sites More sharing options...
Advanced Member arumiat Posted April 12, 2014 Author Advanced Member Share Posted April 12, 2014 (edited) Sure. I haven't even attempted retopology yet, I'm trying to get to the point where I have a mesh to sculpt on to clean up. So: 1. import mesh for voxelising 2. I'm hitting 's' and 'no symmetry' 3. 'autoscale' 4. 'make mesh closed' 5. 'apply' 6 'yes' to the question about the merged volume I still get this result I've also tried doing it without auto-scaling first, and same thing happens Edited April 12, 2014 by arumiat Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 12, 2014 Share Posted April 12, 2014 Try increase resolution of layer -twice- before any operation the poly resolution is too small... 83176 tris you need at last 6M polys to begin cleaning voxel layer increase resolution icon = press twice then follow the import for voxelize steps and then begin using fill tool Quote Link to comment Share on other sites More sharing options...
Advanced Member arumiat Posted April 13, 2014 Author Advanced Member Share Posted April 13, 2014 (edited) Thanks carlosan I tried 1. import mesh for voxelising 2. I'm hitting 's' and 'no symmetry' 3. 'increase resolution of current object' twice as you suggested 4. 'autoscale' 5. 'make mesh closed' 6. 'apply' 7. 'yes' to the question about the merged volume I get an estimated 11million polygons but still this result. I'm also using the 64bit DX CUDA version if this makes a difference. NVidia GeForce 660M 2GB GPU RAM Edited April 13, 2014 by arumiat Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 13, 2014 Share Posted April 13, 2014 because the model is very noisy and have lot of holes -is this model a real 3D scan ?- dont use make mesh closed Your original base mesh: Is almost impossible to do something with this model without a heavy cleanup In my workflow -any one can use their own workflow, 3DC is very open for this- I take it as a base model and resculpt, Do it using 3DC, to have better result gl ! Quote Link to comment Share on other sites More sharing options...
Advanced Member arumiat Posted April 13, 2014 Author Advanced Member Share Posted April 13, 2014 Yes from real data. Ah, I thought you had to make mesh closed BEFORE you could do any sculpting to clean it up. Followed these steps and 1. import mesh for voxelising 2. I'm hitting 's' and 'no symmetry' 3. 'increase resolution of current object' twice as you suggested 4. 'autoscale' 5. 'apply' I am now able to sculpt the mesh using the voxel tools. Once I have cleaned it up I will try 'make mesh closed' and re-topologising. Thanks Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 13, 2014 Share Posted April 13, 2014 If model is very high 15M + you always can change the voxel resolution using when your sculpt is done -fill, smooth, draw, airbush- use this tools (RMB over the object or object layer) to clean any internal holes doesn't visible -sometimes this operation take time, based in model complexity- and then GL ! Quote Link to comment Share on other sites More sharing options...
Advanced Member arumiat Posted April 13, 2014 Author Advanced Member Share Posted April 13, 2014 Nice, so i've cleaned up the model. There are no holes left that need the 'make mesh closed' to be applied, plus I can't find this button anyway now, I assume it's only available on import? ----------------------------------------------------------------------------------------------------------------------------- I've gone into the retopology room to now apply auto-retopo but I can't find an option for this? ---------------------------------------------------------------------------------------------------------------------------- Lastly I'd like to separate out these separate 'pipes'/ vessels so that in my finished mesh they are individual pipes. How would you approach this. Use a voxel tool? I tried carve but had to have a v.high polygon count of 20million to separate & still wasn't very effective. Or would you retopologise to a relatively low poly amount, rip the vertices where appropriate, (I'll probably do in Blender), then re-topologise as necessary? Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted April 13, 2014 Contributor Share Posted April 13, 2014 I would use the Cutoff tool and a Spline brush (Hit 'E') to separate them. Quote Link to comment Share on other sites More sharing options...
Advanced Member arumiat Posted April 13, 2014 Author Advanced Member Share Posted April 13, 2014 Only just read your most recent post, using RMB over the object I've found the Autopo button, (after 'filling voids' and 'closing invisible hulls') as you said =D Quote Link to comment Share on other sites More sharing options...
Advanced Member arumiat Posted April 13, 2014 Author Advanced Member Share Posted April 13, 2014 After a quick retopo.. I'm buying it Thanks Carlosan! Quote Link to comment Share on other sites More sharing options...
Advanced Member arumiat Posted April 13, 2014 Author Advanced Member Share Posted April 13, 2014 Thanks Tony, spline tool works great! Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 13, 2014 Share Posted April 13, 2014 glad you finally found your own workflow Quote Link to comment Share on other sites More sharing options...
Advanced Member arumiat Posted April 14, 2014 Author Advanced Member Share Posted April 14, 2014 As a followup. I've done a search but can't find quite what it is that I need. I'm looking to sculpt a sharp deep thin line into my surface but can't quite get the effect I'm looking for. Is there just a freehand knife tool that lets you do this? These are my results so far with the cutoff tool with depth limited and then using fill and pinch. Difficult to control throughout the depth and keeping it clean. I'd essentially like a very sharp deep crease.. Thoughts appreciated! Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 14, 2014 Share Posted April 14, 2014 Once the block object at voxel mode is finished and you got the right proportions... usually we switch to sculpt mode. There is 3 sculpt modes at 3DC - Voxel mode - used for block modeling - Sculpt mode - used to add details - inside Sculpt mode there is optional tools (Live Clay Mode) - use to add very fine details To switch to Sculpt mode, press the letter V in the layer... it change to S, and a new set of tools appear. Quote Link to comment Share on other sites More sharing options...
Advanced Member arumiat Posted April 14, 2014 Author Advanced Member Share Posted April 14, 2014 So I've played around with lots of different tools in the LC and surface panel varying depth & radius but I'm still struggling to get a very thin, deep cut as though I've used a knife to cut into the surface a few inches Any tips? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 14, 2014 Share Posted April 14, 2014 Whole object should be around 1-3 million polys before fine detailing. Use Artman sharp preset for thin cut. Quote Link to comment Share on other sites More sharing options...
Advanced Member arumiat Posted April 15, 2014 Author Advanced Member Share Posted April 15, 2014 Cool Carlosan Think I'm covered on the poly count, - I used autoscale on import and then 'increase resolution of current object' in the Voxtree straight after to end up w 5million polys initially. Somehow as I've been sculpting it's crept up to 9 million? Went into surface mode and selected under the LiveClay preset the sharp tool, I assume this is Artmans sharp preset? Using a radius of 0.1 and a depth of 2500% I was able to get the cut on the left. The one on the right I made the same cut but then also applied the angulator tool to which gave a very cool effect in terms of making the edges irregular to each other as would be found in real life. The angulatory effect didn't work so well on the cut on the left. Any comments as to the usage? Is there a way to 'amplify' the effects, so make the difference here more pronounced? There's also now a weird mesh 'bug' on the left cut that I can't clear, any suggestions? Quote Link to comment Share on other sites More sharing options...
Advanced Member arumiat Posted April 15, 2014 Author Advanced Member Share Posted April 15, 2014 Watching these tutorials really helped. Another question the answer for which I haven't found or seen yet, - is there a way to hide part of your voxel mesh so that you can get to hard to reach areas? Eg the equivalent of the 'h' key in blender. Would be useful for where I'm separating connected pipes using the cutoff tool and need to fill in some chunks in the sculpture Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 16, 2014 Share Posted April 16, 2014 in surface mode there is a tool ---------------------- Do you need to split the voxel model ? Quote Link to comment Share on other sites More sharing options...
Advanced Member arumiat Posted April 17, 2014 Author Advanced Member Share Posted April 17, 2014 The 'Hide' tool in voxel mode looks like it does what I need it to. If I'm hiding a lot of mesh to get to areas that need a lot of cleanup though I can imagine forgetting where the hidden parts of my mesh are, is there a hotkey to reveal all hidden areas of the mesh, a bit like 'Alt-H' in Blender? I played w the voxel mode and it's useful to know about but don't think I need it right now. Thanks Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 17, 2014 Share Posted April 17, 2014 http://www.3d-coat.com/wiki/index.php/10.1_All_Hot_Keys Quote Link to comment Share on other sites More sharing options...
Advanced Member arumiat Posted April 17, 2014 Author Advanced Member Share Posted April 17, 2014 Cool. I got the effect I wanted eventually by first using the grow tool to draw a line in the desired region in surface mode and then applying the angulator tool to this line. Happy with the effect. 1 Quote Link to comment Share on other sites More sharing options...
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