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Gorbatovsky

Retopo - next big Step

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12 hours ago, polynut said:

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.

It's not a workaround. Retopo meshes are in wireframe only for a reason. To differentiate it from underlying Voxel/Surface mode meshes. If you really must see it without wireframe, it's one hotkey away. Your comparison to 3D apps having a toggle on/off is comparing apples to oranges...a standard 3D environment, where the same mesh is animated, textures and rendered...to a RETOPO ONLY environment. 

 

That's also why there are no materials, subdivision levels, etc on the Retopo meshes.

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On 7/11/2019 at 4:12 AM, AbnRanger said:

It's not a workaround. Retopo meshes are in wireframe only for a reason. To differentiate it from underlying Voxel/Surface mode meshes. If you really must see it without wireframe, it's one hotkey away. Your comparison to 3D apps having a toggle on/off is comparing apples to oranges...a standard 3D environment, where the same mesh is animated, textures and rendered...to a RETOPO ONLY environment. 

 

That's also why there are no materials, subdivision levels, etc on the Retopo meshes.

Well in 3ds max it's exactly one keyboard shortcut to toggle wireframe in retopo workflow!

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1 hour ago, polynut said:

Well in 3ds max it's exactly one keyboard shortcut to toggle wireframe in retopo workflow!

Apples and Oranges. The Retopo Room isn't 3ds Max. It's a raw poly construction workspace specifically for RETOPO Work. Not Material setups, Animation or Rendering. If you want to preview retopo results after baking, you can do that in one hotkey. 

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On 7/15/2019 at 5:16 PM, AbnRanger said:

Apples and Oranges. The Retopo Room isn't 3ds Max. It's a raw poly construction workspace specifically for RETOPO Work. Not Material setups, Animation or Rendering. If you want to preview retopo results after baking, you can do that in one hotkey. 

Like i have said before if it is easy to be implemented and i was the developer i would certainly do it after my priorities of course.

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When using the points and faces tool, the blue suggestion flickers wildly and often doesn't show up at all. A lot of my time is spent moving the mouse slowly around to find the magic pixel where it gets the quad I want. I think this can be much improved.

Using the quad tool, the vertex snapping frequently snaps to a vertex under or behind the area I'm working on, creating very warped quad instead of the one I want, and this too could be improved a lot.

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Yes, Points and Faces is my favorite tool in Retopo but it can be quite frustrating to work with.

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A suggestion for the strokes tool, when you start and stop your stroke outside the object, and then draw the spline down the middle...

Firstly, I think there's a bug when dealing with long, thin objects. I was working on a model of a building scaffold, which had long, thin pipes. I was able to draw strokes across it, evenly spaced, and then the final stroke and it worked for short lengths, but if I tried adding one more stroke, it'd not generate anything at all. I could generate a mesh wrapping the first 10% of my pipe, sometimes more, but never the full length.

Second, if you try this on a rectangular profile, like a table leg or a plank of wood maybe, and the number of sections is reduced to 4, it'd make perfect sense to me that the wrapping should try and land on the edges of the high poly mesh. I don't know how hard this is to achieve in code, but it would be slick and natural (like so much of the retopo room already is).  If there's a quicker way to retopo long, thin rectangles and tubes please let me know as this was very frustrating and time consuming.

 

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On 8/5/2019 at 9:24 AM, Innovine said:

When using the points and faces tool, the blue suggestion flickers wildly and often doesn't show up at all. A lot of my time is spent moving the mouse slowly around to find the magic pixel where it gets the quad I want. I think this can be much improved.

Using the quad tool, the vertex snapping frequently snaps to a vertex under or behind the area I'm working on, creating very warped quad instead of the one I want, and this too could be improved a lot.

Thank you.
I saw budgs with the points and faces tool and quad tool.

Task on the list TODO.

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On 8/5/2019 at 11:55 AM, Innovine said:

A suggestion for the strokes tool, when you start and stop your stroke outside the object, and then draw the spline down the middle...

Firstly, I think there's a bug when dealing with long, thin objects. I was working on a model of a building scaffold, which had long, thin pipes. I was able to draw strokes across it, evenly spaced, and then the final stroke and it worked for short lengths, but if I tried adding one more stroke, it'd not generate anything at all. I could generate a mesh wrapping the first 10% of my pipe, sometimes more, but never the full length.

Second, if you try this on a rectangular profile, like a table leg or a plank of wood maybe, and the number of sections is reduced to 4, it'd make perfect sense to me that the wrapping should try and land on the edges of the high poly mesh. I don't know how hard this is to achieve in code, but it would be slick and natural (like so much of the retopo room already is).  If there's a quicker way to retopo long, thin rectangles and tubes please let me know as this was very frustrating and time consuming.

 

We recently spoke with Andrew.
He is working on this topic.

Thank you.

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4 hours ago, Carlosan said:

 

What does that 2nd video show? An improved algorithm for sharp edges?

 

Also, can we PLEASE change the Points and Faces tool from SPHERES to smaller blue circle shapes...same with the ADD/SPLIT tool. Make it a small circular shape, like you see in Maya's Quad Draw Retopo tools. The spheres are often times too bulky and it looks outdated.

 

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On 8/14/2019 at 5:30 PM, Gorbatovsky said:

Thank you.
I saw budgs with the points and faces tool and quad tool.

Task on the list TODO.

Still broken in 4.9.46

When will this be worked on?

Have any major changes been added to retopo room since this thread began, I haven't noticed any improvements.

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Yes, i asked again about this fix. Thx for point it up.

@GorbatovskyAs reference please check how this plugin work, is at beta state but will be very useful to have some similar tool on retopo room. 

This plugin for Maya called ziRail creates patch polygons along your strokes that are drawn directly on a mesh.

Basically, the tool makes creating polygons more intuitive becoming an essential companion tool for retopology tasks.

 

 

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1 hour ago, Carlosan said:

Yes, i asked again about this fix. Thx for point it up.

@GorbatovskyAs reference please check how this plugin work, is at beta state but will be very useful to have some similar tool on retopo room. 

This plugin for Maya called ziRail creates patch polygons along your strokes that are drawn directly on a mesh.

Basically, the tool makes creating polygons more intuitive becoming an essential companion tool for retopology tasks.

 

 

Thank you Carlosan for the video.
Competitors are not asleep.
Now I will prepare a little video.
Surprise. :)

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3 hours ago, Gorbatovsky said:

Before I preparing new demo, see last.

 

@Gorbatovsky My congratulations for the excellent work developing fantastic tools.
I am impressed with what you are demonstrating in the videos.
I would like to ask you 2 questions.

1) Could you tell us, the videos you shared about KnifeAndProfile, AutoRetopo, SmartRetopo tools will be available when in 3D-Coat?


2) Could I suggest a new tool in relation to Curves?
- Bevel Curves Tool:
After the user creates a new curve on the mesh surface, the "Bevel Curves Tool" through the curve created in the geometry, a temporary Preview would appear and allow the realization of custom bevels similar to the Coat Tool / Edge Shape = CostomShape and EdgeWidth properties (save / load Curves).

image.thumb.png.ece0ca2e2adba075a0a00a9e05445e45.png
So, after customizing the bevel in the Preview and the user would press the Apply button and the desired Bevel would happen DIRECTLY in the geometry.
And at the same time this bevel would be created in a new Sculpt Layer (If the user checked the option create a new sculpt layer with this bevel). Making the process less destructive.

This suggested tool (Bevel Curves Tool) would be to directly deform the geometry and not create another geometry on top as is the case with the Coat tool.

 

Thank you

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11 hours ago, Rygaard said:

@Gorbatovsky My congratulations for the excellent work developing fantastic tools.
I am impressed with what you are demonstrating in the videos.
I would like to ask you 2 questions.

1) Could you tell us, the videos you shared about KnifeAndProfile, AutoRetopo, SmartRetopo tools will be available when in 3D-Coat?


2) Could I suggest a new tool in relation to Curves?
- Bevel Curves Tool:
After the user creates a new curve on the mesh surface, the "Bevel Curves Tool" through the curve created in the geometry, a temporary Preview would appear and allow the realization of custom bevels similar to the Coat Tool / Edge Shape = CostomShape and EdgeWidth properties (save / load Curves).

image.thumb.png.ece0ca2e2adba075a0a00a9e05445e45.png
So, after customizing the bevel in the Preview and the user would press the Apply button and the desired Bevel would happen DIRECTLY in the geometry.
And at the same time this bevel would be created in a new Sculpt Layer (If the user checked the option create a new sculpt layer with this bevel). Making the process less destructive.

This suggested tool (Bevel Curves Tool) would be to directly deform the geometry and not create another geometry on top as is the case with the Coat tool.

 

Thank you

Rygaard, Thanks for the feedback.

1. Knife, Profile,  SmartRetopo tools will be available in 3D-Coat-2020. Before will be alfa for testing, probably June.

 

2. I didn't quite catch what you write. On the picture used Fill curve with mesh Layer

image.png

 

In Curves Operations -> Remove sharp corners

 

image.png

 

 

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Hopefully it is just a small adjustment, but could we PLEASE change the old, 90's style spheres (POINTS & FACES and ADD/SPLIT tool) to small circles....sort of like selected Vertices, but maybe slightly larger in scale?

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Just now, AbnRanger said:

Hopefully it is just a small adjustment, but could we PLEASE change the old, 90's style spheres (POINTS & FACES and ADD/SPLIT tool) to small circles....sort of like selected Vertices, but maybe slightly larger in scale?

 

Base Thumbnail1.jpg

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Another point of reference. Maya's retopo tools no doubt took some notes from 3DCoat's retopo tools...but changed the look of the points, which is cleaner and more simple looking.

 

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11 hours ago, Rygaard said:

@Gorbatovsky My congratulations for the excellent work developing fantastic tools.
I am impressed with what you are demonstrating in the videos.
I would like to ask you 2 questions.

1) Could you tell us, the videos you shared about KnifeAndProfile, AutoRetopo, SmartRetopo tools will be available when in 3D-Coat?


2) Could I suggest a new tool in relation to Curves?
- Bevel Curves Tool:
After the user creates a new curve on the mesh surface, the "Bevel Curves Tool" through the curve created in the geometry, a temporary Preview would appear and allow the realization of custom bevels similar to the Coat Tool / Edge Shape = CostomShape and EdgeWidth properties (save / load Curves).

image.thumb.png.ece0ca2e2adba075a0a00a9e05445e45.png
So, after customizing the bevel in the Preview and the user would press the Apply button and the desired Bevel would happen DIRECTLY in the geometry.
And at the same time this bevel would be created in a new Sculpt Layer (If the user checked the option create a new sculpt layer with this bevel). Making the process less destructive.

This suggested tool (Bevel Curves Tool) would be to directly deform the geometry and not create another geometry on top as is the case with the Coat tool.

 

Thank you

Deforming geometry will be ugly because of polygons lack. Why not just do boolean? I understand instability, but diving a bit into the surface will solve the problem.

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1 hour ago, Gorbatovsky said:

 I didn't quite catch what you write.

Let me try to explain it better.
This tool (Bevel Curves Tool) would modify the edge directly from this geometry by applying a Customized Bevel similar to the features that exist in Coat Tool.
But instead of creating another geometry in SculptTree, that bevel would be applied directly to the edge of Geometry or wherever the curve is around the geometry.
It would be the same operation as a Bevel Tool that exists in the Blender program and other 3d programs.

Therefore, it would be basically the operation of the Coat Tool, but applying the bevel physically deforming wherever the curve is.
And when the user wanted to apply the Bevel, the user could activate an option to create a new Sculpt Layer so that the procedure is non-destructive.

bevel_tool.thumb.jpg.5fcd4bbcaa4cb5ec55cfeb84eb9d5a6c.jpg

46 minutes ago, Andrew Shpagin said:

Deforming geometry will be ugly because of polygons lack.

To avoid this problem, we could have something similar to Remove Stretching or Add Local Subdivision or Density within the property options and thus we would have a perfect and quality Bevel.
 

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