ajz3d 786 Report post Posted March 25, 2016 Perfect. I might experiment with Marmoset and Sketchfab too. However, last time I checked Marmoset had serious problems rendering DOF of transparent surfaces, and I have plenty of them. 1 Share this post Link to post Share on other sites
Blaster 89 Report post Posted March 25, 2016 Quick update. I have a few more things I want to do but just thought I would share. 3 Share this post Link to post Share on other sites
Gary Dave 94 Report post Posted March 25, 2016 Lovely stuff. 1 Share this post Link to post Share on other sites
Tony Nemo 398 Report post Posted March 25, 2016 In spite of some rough treatment, it's still very collectible. 1 Share this post Link to post Share on other sites
ajz3d 786 Report post Posted March 25, 2016 I'm repeating myself, but your toy looks awesome, Blaster. I'm pretty much done with manual retopology of the upper half of the fuselage. Some images (with a 1k normal map applied): Share this post Link to post Share on other sites
Gary Dave 94 Report post Posted March 26, 2016 Was that manual retopo done entirely in 3dcoat ajz3d? I would imagine that sort of accuracy, straightness and thin'ness would be a nightmare inside 3dc? Would like to hear about you workflow. Share this post Link to post Share on other sites
Blaster 89 Report post Posted March 26, 2016 Nice retopo work aj! I powered through most of mine with autotopo. I need to go in and reduce but for now it will do. Gary you should def check out the retopo room and watch some YouTube tutorials. Its really easy to get up and running. I love the retopo tools! Share this post Link to post Share on other sites
Gary Dave 94 Report post Posted March 26, 2016 No no, I'm very familiar with the retopo tools. It's just ajz3d's mesh looks like a lot of hassle to do with 3dc, lots of edges needing to be very straight and precise. I'm not saying it's impossible, just looks incredibly tedious, at-least with my experience using all the retopo tools. Share this post Link to post Share on other sites
ajz3d 786 Report post Posted March 26, 2016 (edited) Gary, I retopologized it entirely in 3D-Coat and mostly with Quads, Add/Split (only when Quads would fail, or when I needed to create triangles) and Split Edges tools. In fact, about 1/2 or more of the geometry that you see was generated with Split Edges, with new vertices tweaked slightly with Move tool. Blaster, how big is your texture map? Edited March 26, 2016 by ajz3d Share this post Link to post Share on other sites
Blaster 89 Report post Posted March 26, 2016 I went with 4k AJ. 1 Share this post Link to post Share on other sites
ajz3d 786 Report post Posted March 26, 2016 Okay, I'll try to fit into 4k too. Share this post Link to post Share on other sites
ajz3d 786 Report post Posted March 26, 2016 Using strong cavity and bulge settings in new sculpt shaders greatly increases curvature clarity of a reference mesh. I find it to be a big time saver that reduces the number of tweaks needed for putting retopo geometry into correct place. I don't even need to rotate environment map in order to locate gentle curves of my sculpture that would otherwise be hard to spot at a glance. This is a fantastic feature. Share this post Link to post Share on other sites
Blaster 89 Report post Posted March 26, 2016 AJ if you need a bigger texture resolution go for it. I should have gone with an 8k but I was happy enough with 4k. Also does anyone know if I need to prep my model in any kind of way for sketchfab to work. Under help there is an export to sketchfab option but when I use it I just crash to my desktop. Would be useful if anyone has this process documented or a tutorial on the subject. Share this post Link to post Share on other sites
ajz3d 786 Report post Posted March 28, 2016 Just a small daily update on the progress. Not much has happened today because of the Easter. Some bottom fuselage retopo, unfinished, unoptimized, etc. 4 Share this post Link to post Share on other sites
ajz3d 786 Report post Posted March 29, 2016 I'm done with the two most time-consuming retopo parts. The rest should be a breeze. BTW, I'm baking my normal map in xNormal. I hope it doesn't disqualify me? 1 Share this post Link to post Share on other sites
Blaster 89 Report post Posted March 29, 2016 Xnormal is fine. Are you using a script that batches all your bakes in xnornal or doing them individually? I finally figured out how to bake all my normal maps in 3dcoat in one shot. Both your retopo layer and vox layers have to be named the same. It took me awhile to figure this out but its such a time saver. Share this post Link to post Share on other sites
ajz3d 786 Report post Posted March 30, 2016 Xnormal is fine. Are you using a script that batches all your bakes in xnornal or doing them individually? I finally figured out how to bake all my normal maps in 3dcoat in one shot. Both your retopo layer and vox layers have to be named the same. It took me awhile to figure this out but its such a time saver. Sort of. I'm using a Houdini script that semi-automates bake cage creation, explodes the object and passes output geometry (lowpoly, highpoly and cages) to xNormal. However I can't find time to complete its XML export module, so some actions in xNormal still need to be set up manually. Share this post Link to post Share on other sites
ajz3d 786 Report post Posted March 31, 2016 Over 6 hours of manual retopo. 23,740 triangles so far: And it's not even half of the starship (objects-wise). Sorry guys, I won't make it on time. 3 Share this post Link to post Share on other sites
Carlosan 2,463 Report post Posted March 31, 2016 np Deadline 4/15/2016 Share this post Link to post Share on other sites
Blaster 89 Report post Posted March 31, 2016 Keep going AJ your almost there! 1 Share this post Link to post Share on other sites
ajz3d 786 Report post Posted April 2, 2016 (edited) Yea... Almost, almost... there. I have completed the undercarriage, with wheels and stuff, and I'm currently retopologizing lights. Blaster, have you made your decision of choosing between Sketchfab and Marmoset Viewer as your final rendering engine? (Great Scott, don't pay attention to the grammar in this sentence, please!) Edited April 2, 2016 by ajz3d Share this post Link to post Share on other sites
Tony Nemo 398 Report post Posted April 2, 2016 AJ's grammar has passed inspection by native English speaker and found to be grammatically correct. Breathlessly awaiting final rendering of actual tin toy ready for 3D printing. 1 Share this post Link to post Share on other sites
Blaster 89 Report post Posted April 3, 2016 I tried using 3d coat to sketchfab function but It would crash 3dcoat to my desktop so not sure what is going on there. I might just export everything and load it manually but if I have trouble I will just go with the renders I currently have as my final images. Yea... Almost, almost... there. I have completed the undercarriage, with wheels and stuff, and I'm currently retopologizing lights. Blaster, have you made your decision of choosing between Sketchfab and Marmoset Viewer as your final rendering engine? (Great Scott, don't pay attention to the grammar in this sentence, please!) Share this post Link to post Share on other sites
Carlosan 2,463 Report post Posted April 3, 2016 Hi Blaster Please drop a line about this crash to Andrew Shpagin atsupport@3dcoat.com ty Share this post Link to post Share on other sites
Blaster 89 Report post Posted April 6, 2016 Thanks Carlosan, I have been busy recently, next week I can try to get the error again and post it. 1 Share this post Link to post Share on other sites