Advanced Member Sui Posted April 24 Advanced Member Share Posted April 24 I've applied 3Dcoat's auto-retopo many times in my projects. Both autopo algorithms are great with some drawbacks. I found that Coat's built-in Autopo has better edge flow and control of density than Instant Mesh, so it is a better option for hard surface. But it also has a higher possibility of broken faces. And one crucial problem for me as a concept worker is it's much slower than Instant Mesh. When working with one object it's not very obvious, just a few seconds. But usually I'll have to work with a vehicle or a building with dozens of little components. That will be a very deadly time consuming process if I'll have to click autopo again and again and wait every 30 seconds in between. I could really use a function to autopo many objects at once. I know currently I need to type in a required number of polygons for Autopo to work. But I am thinking maybe a option to lower the poly count to a certain ratio, just like Decimate (by test, I think 3%-4% would be enough for autopo. The model can hold enough detail after a proper bake with normal map) can be added so a Multiple Autopo becomes possible, and we dont need to spend time waiting and repeating clicks. And again, I dont mind if this process take some time. It will be fine if it runs in the background and I can do some other jobs. Another way I found other concept artists using is decimate in Coat. Then decimate again in Blender. Then Bake in SP. This workflow works well but it generates messy Tris and Ngons, which is why I would really like to do all these process in Coat. 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 24 Share Posted April 24 Simplified Export it is not helpful ? Quote Link to comment Share on other sites More sharing options...
Advanced Member Sui Posted April 24 Author Advanced Member Share Posted April 24 It's very different than the Autopo Coat now has. I quite like it can automatically ajust density to hold more details and crisp edges while giving me clean loops and Quads.To me, the only two problems, in a concept art workflow, are the tedious process and the risk of broken faces. Quote Link to comment Share on other sites More sharing options...
Solution Carlosan Posted May 5 Solution Share Posted May 5 On version .18 was added a new feature - Retopo via decimation works for all selected objects, each selected object will be retopo-ed into the separate group. Quote Link to comment Share on other sites More sharing options...
Advanced Member Sui Posted May 14 Author Advanced Member Share Posted May 14 On 5/5/2024 at 5:32 PM, Carlosan said: On version .18 was added a new feature - Retopo via decimation works for all selected objects, each selected object will be retopo-ed into the separate group. Yes, I see a lot of optimization on multiple handling including layers and objects. This is a fine addition. I just hope they can figure out a way to make this work for autopo and instant mesh. Working with quads is still more favorable than with tris. Quote Link to comment Share on other sites More sharing options...
Advanced Member Sui Posted May 15 Author Advanced Member Share Posted May 15 The multiple decimation works perfect. Now I can easily reduce the polycount under 5% with almost no detail lost and I love the bake result. Praise for developpers. In the meantime, I have to ask for a little more about UDIM. I recognize Coat is not good at handling this but it's a standard workflow. It will be much better if we can have UDIM other than UV sets in the case where we need multiple UV sets/textures with more quadrants for high resolution. Anyway, the devs have done a good job in .18. 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.