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Retopo - next big Step


Gorbatovsky
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  • 2 weeks later...
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Hello.

I'm very happy about that you work on retopo room.

I tried old versions of 3Dcoat and maybe some of these features were developed. First thing that I was missing was a snappin to the points. This is important for making low poly from hard-surface objects and CAD. I really need tools that are close to modeling to do that. Second thing that was not ok for me was pure manual retopo. Each polygon should be drawn by hand.

You are doing a great work! Thank you a lot!

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  • 3 weeks later...
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Love 3AD Coat 2021. I am very glad I upgraded. My only disappointment is the auto retopo. It is still light years behind Quad Remesh and not even close.

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4 hours ago, kenmo said:

the auto retopo. It is still light years behind Quad Remesh

Thank you.
Let's take a couple of models as an example.
Let's compare 3DCoat and Quad Remesh.

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2 hours ago, sprayer said:

here link. 

Thanks, but these pictures didn't really convince me. Although in some places it looks impressive.
Let's take your video where you are using Quad Remesh.

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Posted (edited)
20 hours ago, Gorbatovsky said:

Thanks, but these pictures didn't really convince me. Although in some places it looks impressive.
Let's take your video where you are using Quad Remesh.

You may try model chess from site here model you may download and test how 3dcoat will make retopo 
https://sketchfab.com/3d-models/chess-rook-b7cf2ea41d22496882fcfa811f5f8b4c?sscid=81k5_n9t22
in many case quad remesher works better, it represent hard edges way better, and in some some complex cases

 

5a25b94a1cec5bf53f8ebf79bca89eab.jpeg

Edited by Carlosan
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Posted (edited)
On 8/23/2021 at 4:21 AM, sprayer said:

Sorry wrong second video

 

Love Arrimus 3D channel. Like Abranger & JoshjGambrell (part of the Blender Bros team) an awesome instructor. These three are some of the very best.

 

Edited by kenmo
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Hi Gorbatovsky,

One thing I have been considering the logic of, is linking the sculpting process with the retop process for closer auto retop.

by this I mean that if the user "uses" shapes to build up a surface (eg. sphere on a ground plane)

the objects (eg. Sphere and Plane) are kept as a reference to build in retop , with some boolean logic running behind the scenes.

the basic premise is that the shapes used to build are used as a guide for the retop.

just another 0.2$

Cheers

Curt

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  • 2 weeks later...
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Hi, I'd like to see a color representation near each retopo layrer, like this

And be able to chenge color by clicking color near the layer name.

PdgCXCz.png

Because it's hard to navigate along numerous layers.

Also, will be great to have an option like Photoshop has, when I can click and drug to hide/unhide all layers.

Now I have to click each layer one by one.

yJXcKM3.gif

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3 minutes ago, digman said:

3DC has color reference but a little different.

Right mouse click on  polygroup/retopo layer and select Reference Color. Choose color. 

color.jpg

It's now exactly what I'm looking for.

If I setup  a Poly Group color it doesn't update actual color and I can't navigate laers by the color mark.

2og5NI5.png

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Ah, you want the color to match the retopo mesh as well. That would be a feature request.

You can hide all the layers but the one you are on by holding down the (alt key)  and clicking the eye icon. 

There is a workaround. when choosing a color you can hover over the retopo mesh color with the plus cursor and press the "V" key. 

I choose vertex mode and select mode and I get a clean plus cursor for choosing a color over the retopo mesh.

Select no checker to get a solid color retopo mesh color.

 

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Gradient (Soft) Selection is a core feature in ALL 3D modeling toolsets...except 3DCoat. I have been asking Andrew for this several years now. It is critical to modeling, as it allows the user to make fine adjustments to entire sections of a model, without having to move vertices, edges and polys in such a strict fashion. Not having Gradient Selection functionality in a Modeling toolset is like eating cereal without the milk. It is critical.

Anybody else want to see Gradient Selection added or is it just me? 

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@Andrew Tsymbal.

I forgot to mention that with a small brush radius you can select a polygroup or a uv island by clicking in the center of a polygon in the viewport. It will switch to that polygroup and the uv island that resides in that polygroup or it no uv set created yet will switch the polygroup.

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14 hours ago, digman said:

@Andrew Tsymbal.

I forgot to mention that with a small brush radius you can select a polygroup or a uv island by clicking in the center of a polygon in the viewport. It will switch to that polygroup and the uv island that resides in that polygroup or it no uv set created yet will switch the polygroup.

Thanks for the explanation!

Any advice on the Custom Texture (Checker) tiling in the viewport?

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On 9/9/2021 at 4:52 AM, AbnRanger said:

Gradient (Soft) Selection is a core feature in ALL 3D modeling toolsets...except 3DCoat. I have been asking Andrew for this several years now. It is critical to modeling, as it allows the user to make fine adjustments to entire sections of a model, without having to move vertices, edges and polys in such a strict fashion. Not having Gradient Selection functionality in a Modeling toolset is like eating cereal without the milk. It is critical.

Anybody else want to see Gradient Selection added or is it just me? 

Absolutely.  I would argue that it's an important option for polymeshes in the model/retopo spaces as well as in the sculpting space.

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