kev00 6 Report post Posted March 21, 2019 (edited) As someone who only needs the automated retopo tools I'm finding that moving from the retopo room to the UV room is a bit complex. After I retopo I first have to bake with normal maps and then move the UV room. 23 hours ago, Rygaard said: @Carlosan , I also agree with you. Before I start using a program, I always try to know the workflow of this program. For me, at that time when I discovered that 3D-Coat existed, it was very difficult and extremely confusing to understand how 3D-Coat works with Rooms. I could not understand why the same mesh was not used in all the Rooms and only appeared in certain Rooms. It was as if I used different programs and at the same time did not communicate with each other or that there was no compatibility. I kept wondering how this was possible if I'm using the same program? I agree with you. I've been using 3d coat for over a year and I'm still confused. My noob workflow is as follows. I'm trying to create quick objects for my game. 1. Sculpt an object 2. Retopo (using auto tools only) - most of the time it never works. I usually just end up using decimate. 3. Bake with normal maps (I don't want to do this but it's only way I know to get the new mesh in the UV Room) 4. The mesh then appears in the UV room. 5. Fix UVs and apply uv-set 6. go to the paint room and delete all the baked layers 7. Reload 3d coat because sometimes the paint object looks all messed up 8. Paint 9. Export. Correct me if I'm wrong please Edited March 21, 2019 by kev00 1 Share this post Link to post Share on other sites
Rygaard 151 Report post Posted March 21, 2019 31 minutes ago, kev00 said: I agree with you. I've been using 3d coat for over a year and I'm still confused. My noob workflow is as follows. I'm trying to create quick objects for my game. @kev00 Please, Could you put your comment on the topic that I created "3D-Coat: Please, unifies the workflow by fusing the Rooms - Important step for 3D-Coat". And at the same time explain how you would like and expect a workflow within 3D-Coat? Thank you very much. Share this post Link to post Share on other sites
Skye 84 Report post Posted March 21, 2019 (edited) @kev00 This is better workflow for me 1. Sculpt an object 2. Retopo 3. Create UV maps in retopo room 4. Bake 5. Switch to paint room and texture on low poly mesh 6. Export Edited March 21, 2019 by Skye 2 Share this post Link to post Share on other sites
kev00 6 Report post Posted March 21, 2019 2 hours ago, Rygaard said: @kev00 Please, Could you put your comment on the topic that I created "3D-Coat: Please, unifies the workflow by fusing the Rooms - Important step for 3D-Coat". And at the same time explain how you would like and expect a workflow within 3D-Coat? Thank you very much. ok I will thanks Share this post Link to post Share on other sites
kev00 6 Report post Posted March 21, 2019 2 hours ago, Skye said: @kev00 This is better workflow for me 1. Sculpt an object 2. Retopo 3. Create UV maps in retopo room 4. Bake 5. Switch to paint room and texture on low poly mesh 6. Export are you suggesting this or is there a way to create UVs in retopo? Share this post Link to post Share on other sites
Skye 84 Report post Posted March 21, 2019 Yes, once you have retopo cage created, you can mark seams and unwrap in retopo room or hit automap Share this post Link to post Share on other sites
Carlosan 2,495 Report post Posted March 21, 2019 People please order. Create a new therad if have some question. Share this post Link to post Share on other sites
kev00 6 Report post Posted March 21, 2019 21 minutes ago, Skye said: Yes, once you have retopo cage created, you can mark seams and unwrap in retopo room or hit automap ok I'll try that. thanks Share this post Link to post Share on other sites
RetopoBro 0 Report post Posted April 9, 2019 Check out RetopoFlow 2.0 for some ideas how the Retopo Room could be improved Video TimeStamps Contours Tool: 3:27 PolyStrips Tool: 6:25 Share this post Link to post Share on other sites
philnolan3d 255 Report post Posted April 9, 2019 We have that contour tool. Just use Strokes. Draw the strokes and press enter. He then uses the equivalent of Slide Edges and Split. The polystrips one looks like our Quadstrips, though I haven't used that tool very much too be honest. 1 Share this post Link to post Share on other sites
RetopoBro 0 Report post Posted April 10, 2019 Hi Phil, They have a strokes tool as well called "Strokes" =) Which is like 3d Coats Stokes tools. Contours tool is very different when you use it, I have RetopoFlow 2 and you would be amazed at how fast contours is compared to "Strokes" tool. Plus 3d coats strokes tool fails most of the time on thin surfaces such as clothing by falling behind the clothing and becomes useless. That contours tool in retopoflow always rides on top no matter how thin the surface. PolyStrips is way different then the quad tool, they have the same Quads tool as 3dCoat they call PolyPen. Polystrips can draw out long strips of quads on a spline and be curved and edited in real time after being layed down. Share this post Link to post Share on other sites
Carlosan 2,495 Report post Posted April 16, 2019 @Gorbatovsky I hope these tips are useful for your development. Are for another app, but general workflow concepts can be applied to any software. UV tips and tricks - Part I https://www.artstation.com/artwork/aRyyn2 Share this post Link to post Share on other sites
druh0o 52 Report post Posted April 16, 2019 @Gorbatovsky Alex, thanks for the new tools! I think the Inset tool functionality can be added to the Extrude tools. Right now to make something like this... ... i have to use the Extrude tool, then the Scale tool with settings like above. Or the new Inset tool, then Scale tool with different settings. But if the Extrude tool can have its own Inset settings, this will be much faster and more intuitive. So, if extrude = 0, then it can be the Inset tool. If inset = 0, then it just the Extrude. But when Extrude + Inset, the result can be like in the image above. Share this post Link to post Share on other sites
Werner_Z 43 Report post Posted April 24, 2019 Here is one that I think would be awesome! Please can we have Soft radial falloff on transform and scale in the retopo room. Here is an example from 3d Coat and Houdini. 2 Share this post Link to post Share on other sites
skullpy 2 Report post Posted April 24, 2019 Having the layer locks from the paint room be included in the Retopo Objects list would be helpful 2 Share this post Link to post Share on other sites
polynut 22 Report post Posted April 30, 2019 On 3/18/2019 at 8:06 AM, Carlosan said: Sorry but ... why waste time and dev effort in adding an appendix to the program if blender is free, rocket3f is free and nvil costs 60us ? If we have to stick strictly to the development of retopo room, my proposal is to pay close attention to unfold3d-rizomlab. If you do not know it, buy it or download a trial, try the workflow and features to have a clear idea of how it works. That software is pure magic and I hope to have the same performance and tools that this software offers within 3Dcoat. I have to agree with you here since Rizom UV tools are simply amazing! Currently looking at buying once they have a solid blender 2.8 bridge. For hard surface they are a god sent! Share this post Link to post Share on other sites
polynut 22 Report post Posted April 30, 2019 Thank for the new bridge tool Alex, this is a must have in retopo! Is it available yet? Share this post Link to post Share on other sites
Carlosan 2,495 Report post Posted April 30, 2019 Yes on latest version. 1 Share this post Link to post Share on other sites
tokikake 62 Report post Posted May 1, 2019 (edited) On 4/24/2019 at 8:28 PM, Werner_Z said: Here is one that I think would be awesome! Please can we have Soft radial falloff on transform and scale in the retopo room. Here is an example from 3d Coat and Houdini. I really hope it too. I requested it mantis before. because 3d coat already offer kind of soft selection with transform (scale rotate) for tweak room. The problem is the pivot only along to gloval axis , and the soft selection weight only colored for face edge (not for vertices I feel) , then the weight decided by brush alpha. And Ideally hope to use curve graph for selection weight . 3d coat offer many curve option (for fall off etc), then I think it can be used to decide selection weight too. But I get reply , the tweak room will be merged with retopo room (near future). So when merge tweak room with retopo room, I hope there will be more easy soft selection and trans form tool with use curve graph to adjust selection weight (not by brush alpha) Edited May 1, 2019 by tokikake 1 Share this post Link to post Share on other sites
polynut 22 Report post Posted July 9, 2019 Hi Alex, I just discover a feature that should be basic in retopo room and to my surprise it was not, i mean to be able to hide wireframe on retopo Object and to change retopo Object color. Would be a very nice and essential addition to retopo room and if you are not sure about what i am talking about here a thread i made about it : https://3dcoat.com/forum/index.php?/topic/23639-how-can-i-hide-wireframe-on-retopo-object/ Share this post Link to post Share on other sites
AbnRanger 1,538 Report post Posted July 10, 2019 10 hours ago, polynut said: Hi Alex, I just discover a feature that should be basic in retopo room and to my surprise it was not, i mean to be able to hide wireframe on retopo Object and to change retopo Object color. Would be a very nice and essential addition to retopo room and if you are not sure about what i am talking about here a thread i made about it : https://3dcoat.com/forum/index.php?/topic/23639-how-can-i-hide-wireframe-on-retopo-object/ I actually thought it was a somewhat strange request, personally, and not something one would expect in a RETOPO toolset. In the Retopo phase you are trying to construct the mesh & tweak the topology > bake. If you want to see what the mesh would look like after doing Retopo work, go to the BAKE Menu > RETOPO PPP (NO BAKING). You can hide the Retopo mesh layer to see the result without having to step into the Paint Room. If you don't like what you see, you can delete it from the PAINT OBJECTS panel (which you can dock in the Retopo Workspace, from the WINDOWS > Popups menu). So, to streamline that process, just assign a hotkey to that BAKE Menu item. You'll see it in just a few seconds. Share this post Link to post Share on other sites
Gorbatovsky 53 Report post Posted July 10, 2019 13 hours ago, polynut said: Hi Alex, I just discover a feature that should be basic in retopo room and to my surprise it was not, i mean to be able to hide wireframe on retopo Object and to change retopo Object color. Would be a very nice and essential addition to retopo room and if you are not sure about what i am talking about here a thread i made about it : https://3dcoat.com/forum/index.php?/topic/23639-how-can-i-hide-wireframe-on-retopo-object/ Thank you, we will think about it. We just discussed this with Andrew. Now I am working on a new tool Knife. 2 Share this post Link to post Share on other sites
Gorbatovsky 53 Report post Posted July 10, 2019 On 4/9/2019 at 6:49 PM, RetopoBro said: Check out RetopoFlow 2.0 for some ideas how the Retopo Room could be improved Video TimeStamps Contours Tool: 3:27 PolyStrips Tool: 6:25 Thank you, Andrew watched this video. He is working on it. 1 Share this post Link to post Share on other sites
polynut 22 Report post Posted July 10, 2019 8 hours ago, Gorbatovsky said: Thank you, we will think about it. We just discussed this with Andrew. Now I am working on a new tool Knife. Thank for taking it in consideration since many artists would be happy to have the option of hiding it to properly inspect their topology specially after using autopo. My workaround is not very elegant and require extra step so having it properly implemented would be a very nice addition. Share this post Link to post Share on other sites
polynut 22 Report post Posted July 10, 2019 11 hours ago, AbnRanger said: I actually thought it was a somewhat strange request, personally, and not something one would expect in a RETOPO toolset. In the Retopo phase you are trying to construct the mesh & tweak the topology > bake. If you want to see what the mesh would look like after doing Retopo work, go to the BAKE Menu > RETOPO PPP (NO BAKING). You can hide the Retopo mesh layer to see the result without having to step into the Paint Room. If you don't like what you see, you can delete it from the PAINT OBJECTS panel (which you can dock in the Retopo Workspace, from the WINDOWS > Popups menu). So, to streamline that process, just assign a hotkey to that BAKE Menu item. You'll see it in just a few seconds. Thank for another workaround AbnRanger but many artists really like to have these options and some workflow are different from others. We are so used or call it spoiled by these basic options in other 3D app that when we stumble upon one not having it we are surprise. If these features do not require heavy coding then i think they could make 3D coat even more attractive to newcomers. Share this post Link to post Share on other sites