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L'Ancien Regime

[Adult] Female nude in voxels

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So are there any retopo for rigging experts that can tell me if this is an exceptable edge flow topology?

 

I can see there's too many step downs in one spot on the throat for one thing with six edged stars...

 

Got to say, I've done big manual retopos before and what a bitch it is.  :wacko: Normally working on the computer doesn't bug my eyes but this retopo stuff really has me going cross eyed.

 

diKkV1Q.jpg

 

Fu2eWvT.jpg

 

pqwOaMC.jpg

Edited by L'Ancien Regime
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So are there any retopo for rigging experts that can tell me if this is an exceptable edge flow topology?

 

I can see there's too many step downs in one spot on the throat for one thing with six edged stars...

 

Got to say, I've done big manual retopos before and what a bitch it is.  :wacko: Normally working on the computer doesn't bug my eyes but this retopo stuff really has me going cross eyed.

Weighting your deformers will be more complicated with a large number of vertices. Save your mesh to use on other figures rather than a new retopo each time.

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Weighting your deformers will be more complicated with a large number of vertices. Save your mesh to use on other figures rather than a new retopo each time.

 

 

That would be nice, Tony but one problem; a new figure will have a slightly different size and shape; how to make the existing polys  and vertices snap to the altered sculpt?

 

I was looking at the Tweak Room and there doesn't seem to be anything there to do that.

Edited by L'Ancien Regime

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That would be nice, Tony but one problem; a new figure will have a slightly different size and shape; how to make the existing polys  and vertices snap to the altered sculpt?

 

I was looking at the Tweak Room and there doesn't seem to be anything there to do that.

I'd cut the retopo mesh to pieces, scale them so their size is greater than a new reference mesh - then snap those parts to the surface and stitch them back together. However 3D-Coat's retopo room isn't the most comfortable for doing this kind of work, so I'd probably do the cutting/scaling/stitching part in some 3rd party dedicated modeller and import the modified mesh back to 3D-Coat for surface snapping and some further tweaking and relaxing (in the retopo room, not the tweak room of course).

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I'd cut the retopo mesh to pieces, scale them so their size is greater than a new reference mesh - then snap those parts to the surface and stitch them back together. However 3D-Coat's retopo room isn't the most comfortable for doing this kind of work, so I'd probably do the cutting/scaling/stitching part in some 3rd party dedicated modeller and import the modified mesh back to 3D-Coat for surface snapping and some further tweaking and relaxing (in the retopo room, not the tweak room of course).

 

 

How to surface snap a pre existing mesh to a sculpture though?

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There is a Snap tool in the retopo room that snaps the current selection of components to a reference surface.

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Keep it up , well done.

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By the way ajz3d, that Snap Tool works great!  Now I can correct my base sculpt on the fly and update its  retopo mesh with the push of a button! This is very reassuring to have this ability since there's lots of tweaks and alterations I want to make as I discover more and more studying the body, like her ears which are still rather crude and perfunctory at this stage. Nice to know I won't have to wade in there and start mucking around with edge loop strategies just to correct that. 

So many great tools to discover in 3d Coat..

 

:D

 

 

S9WyJCD.jpg

Edited by L'Ancien Regime

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By the way, how do I get rid of that annoying point on the right?

Hover your cursor over it and press the delete key on your keyboard.

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By the way ajz3d, that Snap Tool works great!  Now I can correct my base sculpt on the fly and update its  retopo mesh with the push of a button! This is very reassuring to have this ability since there's lots of tweaks and alterations I want to make as I discover more and more studying the body, like her ears which are still rather crude and perfunctory at this stage. Nice to know I won't have to wade in there and start mucking around with edge loop strategies just to correct that. 

So many great tools to discover in 3d Coat..

 

:D

There's also this flag called Conform Retopo Mesh that you'll find in Pose, Transform and Move tools. If enabled, it will automatically snap the retopo mesh to your hipoly surface wherever you use those tools.

Edited by ajz3d
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OK now things get real...real tough.

 

So I tried a lot of different stuff to bake out the textures of the voxel layer to the new retopo mesh. 

 

Bake with Normal Map (Per Pixel) consistently crashed the program.

 

Bake Texture was problematic in its results to say the least.

 

jR5RbKE.jpg

 

So then I tried Bake w/Per Pixel Painting w/ EXR displacement and was successful but with this result;

 

 

jhsRVmh.jpg

 

 

So my question is; is this the kind of results I can expect from baking from a painted Voxel/Surface to a retopo mesh or is it just my novice level incompetence?

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could you please show the mark seams process pictures ?

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I had a lot of problems mainly because during the hand retopo phase which was done in symmetry there were always a few seams left unattached at the meeting at the symmetry plane. In the end particularly in the internal seams of her inner mouth the only way I could close them all up was in Maya. Which meant I had to figure out how to bring the retopo .obj back into 3d coat then reattach it to the Surface mode painted sculpture room layer. Which I did, surprisingly enough. But all this takes huge amounts of time as you go through the tutorials and the documentation and the forum looking for answers, and then just trial and error, going through the UI trying out buttons and seeing what they do. I wake up at 7:30 and I hit the sack when I start falling asleep at the computer around 3:30 -4:00 AM . 

 

But then I was really maladroit figuring out how to bake it all out and then plug it into the renderer. Houdini Rules that's all I can say  :D . It rules on every level. 

 

Now what I want to know is if this seam binding problem in the retopo room with symmetry is my problem or 3d Coat's problem. Am I doing something wrong here? or is there an improvement that Andrew needs to make?

 

I sure wish that 3d Coat had the same documentation system that Houdini has so you could just hit the "?" on the Parameter box and get the full story on the tool you're using with examples you can load up to pull apart and figure out.

 

 Also this is not a final render; far from it.. It's an experiment for now. I just discovered how to do SSS in Mantra and how to plug in the texture maps. Also she needs her eyes and teeth and I need to tone back the SSS layer color. And the skin needs a very slight irregular sheen all over of sebum to remove the flatness of the color particularly in the highly illuminated areas. 2% or 4% opacity of specularity over her torso?

 

8T6utvS.jpg

Edited by L'Ancien Regime
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I fine tuned that SSS shader I made in Houdini by switching off Single Scattering and changing the Attenuation on the  Subsurface Color. It really made her skin, particularly on teh brightly illuminated areas of her torso delicate and more dimensional.  

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11952948_886899928057910_256269375816338

 

it wasn't easy learning this, and there's still a long way to go. No Inverse Kinematics yet..

 

11922883_886900738057829_369054281281033

 

 

One day soon I want to be able to set up figures like this;

 

 

Marvelous Designer is only $59 a month and $550 permanent purchase or something like that

 

 

Edited by L'Ancien Regime
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As in he has created a normal map from an iris photo and used that or modelled from scratch?

 

EDIT: that was a question in regard to the eye pictures you'd posted on page 1, just saw the rest, nice work

Edited by arumiat

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