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Gorbatovsky

Retopo - next big Step

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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 by kev00
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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.

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@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 by Skye
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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

 

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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?   

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Yes, once you have retopo cage created, you can mark seams and unwrap in retopo room or hit automap

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People please order. 

Create a new therad if have some question.

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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

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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

 

 

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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.

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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.

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@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...

Screenshot_1.thumb.jpg.6f1c71da21182764d24b3a277e1cf322.jpg

... 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.

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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.

 

3dcoat_retopo_scale_falloff.gif

Houdini_Scale_falloff.gif

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