Advanced Member blade33ru Posted July 19, 2018 Advanced Member Report Share Posted July 19, 2018 (edited) i modelled apair of pants for character. export as autoretopo and reimport to sculpt to add cloth dynamics. excellent. reimport as high res voxels. pants now look natural and wrinkled. BUT. after this process, if i want to re auto retopo it builds an inner and outer shell. any way to limit that to outer shell only. if not is there a shell selection mode in retopo room so i dont have to waste my day tracking down stray polys also using the retopo brush often snaps to interior shell even if i have ignore backfaces turned on. strokes create inner and outer stroked for inner and outer faces. seems like a major workflow bottleneck Edited July 19, 2018 by blade33ru Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted July 19, 2018 Contributor Report Share Posted July 19, 2018 If you are going to autopo again, fill the pants with a solid version. In voxel mode merge them and autopo. It uses fewer polygons. Quote Link to comment Share on other sites More sharing options...
Advanced Member blade33ru Posted July 19, 2018 Author Advanced Member Report Share Posted July 19, 2018 (edited) yeah but obviously the solid version doesnt fit really since i did the cloth sim so not a great solution. the whole idea of the cloth sim is to make cool clothes. we should be able to retopo them simply . pretty difficult ..and painfully slow... with auto or manual. the only way to make shell selections that i can see is to create temporary UVs then select the polys based on UVs. ok workflow i guess. Edited July 19, 2018 by blade33ru Quote Link to comment Share on other sites More sharing options...
Carlosan Posted July 20, 2018 Report Share Posted July 20, 2018 ... reimport as high res voxels. ...BUT. after this process, if i want to re auto retopo it builds an inner and outer shell. Mesh is closed ? ... any way to limit that to outer shell only. duplicate, decimate, close holes, retopo. Delete not needed faces before unwrap Quote Link to comment Share on other sites More sharing options...
Advanced Member blade33ru Posted July 20, 2018 Author Advanced Member Report Share Posted July 20, 2018 got both retopoed now. was a pain in the ass...u can see i have interior and exterior surfaces . both get retopeod. strokes tool suck in this case. creates strokes inside and outside. autoretopo creats interio and exterior. maybe a raycast option would be good...this method of modelling -retopo to sculpt- is very useful especially for vehicles and obviously for cloth later in maya after arduos polygon deleting process Quote Link to comment Share on other sites More sharing options...
Advanced Member blade33ru Posted July 20, 2018 Author Advanced Member Report Share Posted July 20, 2018 i ended up doing autoretopo in zbrush cause dear old 3dcoat was soo slow with this. 1 minute in z brush...got those crappy spirals but whatever Quote Link to comment Share on other sites More sharing options...
Carlosan Posted July 20, 2018 Report Share Posted July 20, 2018 could you try the solution I suggested ? duplicate the model decimate the model close the holes and make it only one external surface retopo that new decimate model with holes closed. Delete not needed faces added when close the model holes before unwrap Quote Link to comment Share on other sites More sharing options...
Advanced Member blade33ru Posted July 22, 2018 Author Advanced Member Report Share Posted July 22, 2018 i will try . i had doen this work before i read you post...altho...not sure....those holes might not register as holes because they ar eintact surfaces in surface mode not errors. but willl try Quote Link to comment Share on other sites More sharing options...
Advanced Member blade33ru Posted July 22, 2018 Author Advanced Member Report Share Posted July 22, 2018 (edited) yeah the trick is 'make it one external surface'. there is NO easy way to do this other than delete lots of polygons. actually the easiest way is to do auto retopo ..make UV edge seams, select the interior uvs, convert to faces and delete the import the surface into voxels in surface mode and use the close holes tool. thats a lot of work, creativity killer if the cut off tool had an option to not cap the polys that might be useful with a shell selection. actually pose tool has an object mode which is like shell selection so thats done Edited July 22, 2018 by blade33ru Quote Link to comment Share on other sites More sharing options...
Advanced Member blade33ru Posted July 22, 2018 Author Advanced Member Report Share Posted July 22, 2018 ok update. the remove polygons tool. alows separation of interior and interior polys in surface mode but pose object mode selects both sides. bummer Quote Link to comment Share on other sites More sharing options...
Advanced Member blade33ru Posted July 22, 2018 Author Advanced Member Report Share Posted July 22, 2018 maybe new retopo algo..then delete then back to sculpt lol. Quote Link to comment Share on other sites More sharing options...
Advanced Member blade33ru Posted July 22, 2018 Author Advanced Member Report Share Posted July 22, 2018 (edited) sucess lol...amazing. had to import from retopo, then use close hole tool then convert to voxels. BOOM Edited July 22, 2018 by blade33ru Quote Link to comment Share on other sites More sharing options...
Advanced Member blade33ru Posted July 22, 2018 Author Advanced Member Report Share Posted July 22, 2018 wish we have macros lol Quote Link to comment Share on other sites More sharing options...
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