Advanced Member Ratchet Posted January 21, 2015 Advanced Member Share Posted January 21, 2015 Hi, Would be good to have like Zbrush incoming feature : hard surface modeling tools ; starting from scratch in Retopo Room basic modeling tools starting with a cube like : - Extrude, Bevel, - move/rotate/scale edges or faces - loop cut - loop edges/faces select So we could start in retopo room making some hard surface model with the possibility to transpose it to voxel room to detail it. The advantage is no retopo would be needed as starting on Retopo room , the second advantage is retopo model with perfect urface planes and fast hard surface modeling compared to Voxels in high resolutions. Thanks. 2 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 21, 2015 Share Posted January 21, 2015 Agree +1000 let me share my request: Draw strokes "on the air", not limited to "over a volume" to create polysurfaces * RetopoRoom is the logical way -for me- to begin any work at 3dc low poly modeling, base mesh with uvmaps.... merge to sculpt room sculpt sculpt sculpt and back to retopo rework details in retopo and retouch uvmaps bake the model to paint room finish fine detail painting with normalmaps / displacement export model 2 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted January 21, 2015 Contributor Share Posted January 21, 2015 This could be the best , ultimate , addition to 3d coat , as , as it is right now , it offers allready so much. Quote Link to comment Share on other sites More sharing options...
Advanced Member Ratchet Posted January 21, 2015 Author Advanced Member Share Posted January 21, 2015 Draw strokes "on the air", not limited to "over a volume" to create polysurfaces Not specially, i see more something lot more simple and precise like : 1) Start with Create a cube or cylinder in Retopo - Resize / move / rotate faces or edges - Extrude one or more faces - cut loop - extrude some faces - bevel some edges etc ... 2) Move retopo object to Voxel to detail it with fine details 3) Back to retopo : -add polygons if you changed too much the voxel volumes - Make clever UVs and unwrap 4) Bake 5) export : done low poly modeling, base mesh with uvmaps.... merge to sculpt room sculpt sculpt sculpt and back to retopo rework details in retopo and retouch uvmaps bake the model to paint room finish fine detail painting with normalmaps / displacement export model Yes this could lead to something awesome and amazing workflow, specially wheen dealing stuff like Weapons , building parts and columns , machinery assets, cars , mechas etc ... (The big advantage remains perfect retopo and planes because based extrude and other tools) 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 21, 2015 Share Posted January 21, 2015 to gradually add tools to expand retopo room to polygon modeler is in the to do list. - For simple task you could use Models at Retopo room - Or primitives (and primitives history) at Sculpt room Quote Link to comment Share on other sites More sharing options...
Advanced Member Ratchet Posted January 22, 2015 Author Advanced Member Share Posted January 22, 2015 - For simple task you could use Models at Retopo room I meaned basic cube that you wil lextrude and basic cylinder where you can choose how many faces. Models in Retopo are not suited to make basic modeling and have too hight not optimized polygons for real time games. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 22, 2015 Share Posted January 22, 2015 Feel free to add a feature request at our Mantis bug tracking/feture request site Quote Link to comment Share on other sites More sharing options...
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