Member Vee Posted September 18, 2009 Member Report Share Posted September 18, 2009 even there is a Z-bias. it still annoying because i have a lot of very thin mesh and i want it to retopo. but the backface polygon is still showing up and its really hard to tell which is the front and back . and the worse that i want to select the front poly, but it still selecting the backface, which cause snapping in another part of ref mesh. Quote Link to comment Share on other sites More sharing options...
Member lildragon Posted May 3, 2014 Member Report Share Posted May 3, 2014 Hi this is an old topic, but I wanted to know if there's a solution to this? I'm in the same boat... working on a thin surface and the xray mode is making it difficult to tell which side is which. Is there a way to toggle this off? thx Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted May 9, 2014 Contributor Report Share Posted May 9, 2014 I'd like to know this too. Quote Link to comment Share on other sites More sharing options...
New Member bez Posted March 6, 2018 New Member Report Share Posted March 6, 2018 I would also like to know the answer to that question. Transperancy of retopo object dose NOT effect the back face culling issue. Why would I want to see the back faces of my retopo object anyway? Also my high poly reference mesh is getting hidden once it's on top of the view of the the retopo object, which in some place, because of the mesh shape, it's the only angle you can work with, but than you can't see the reff mesh so you can't retopo! And how is this topic solved exactly? no answers here what so ever is this for real? 3d coat is a nice program but since the UI is so bad and it has so many glitches the least you can do is give some decent support. As a paying customer I must say your support is horrible! I never got any answers for any of my problems. Topic solved, yeah right. get your act together 3d coat devs seriously. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted March 6, 2018 Report Share Posted March 6, 2018 15 minutes ago, bez said: I would also like to know the answer to that question. Transperancy of retopo object dose NOT effect the back face culling issue. Why would I want to see the back faces of my retopo object anyway? Also my high poly reference mesh is getting hidden once it's on top of the view of the the retopo object, which in some place, because of the mesh shape, it's the only angle you can work with, but than you can't see the reff mesh so you can't retopo! And how is this topic solved exactly? no answers here what so ever is this for real? 3d coat is a nice program but since the UI is so bad and it has so many glitches the least you can do is give some decent support. As a paying customer I must say your support is horrible! I never got any answers for any of my problems. Topic solved, yeah right. get your act together 3d coat devs seriously. To be clear, for the most part there is one dev. And in my experience using this software almost since the beginning, Andrew is very good at responding to support emails. Quote Link to comment Share on other sites More sharing options...
New Member bez Posted March 6, 2018 New Member Report Share Posted March 6, 2018 12 minutes ago, philnolan3d said: To be clear, for the most part there is one dev. And in my experience using this software almost since the beginning, Andrew is very good at responding to support emails. maybe when you are a master. I am sorry if i am angry but had several times I tried to get help and I never got any reply. I can understand as one dev it's allot of work but I still don't see how this topic is marked solved. EDIT though I had to register just now, so I don't know if there are old forums I used before or I somehow I posted in the past not in official forums But I am sure I was registered to the forums and posted before. I apologize for being an ass, it's late and I have a deadline and I can't get it to work Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted March 7, 2018 Reputable Contributor Report Share Posted March 7, 2018 (edited) We all get angry at times, human we are... FYI. The only place the development team guarantees a response in the forum is in the SOS thread. Generally those that volunteer their time to answer questions will get it answered sooner than a developer will find the time to answer in the SOS thread. Everyone who answers questions here at the forum, have not been asked to by the development team but have decided on their own to help fellow 3DC users. Sometimes I can be quite active here and other times because of work or life duties prevents me from doing so. --------------------------------------------------------------------------------------------------------------------- I have a possible answer shown in picture. For very thin models set your Z-bias very low so you do not see the backface of the retopo polygons that are the other side of the retopo mesh. The setting depends upon the thickness of your sculpt room object. Opacity of the retopo mesh can be control as shown in the picture, From full opacity all the way down to just the wireframe. On thin objects with symmetry on, set mirror snapping to "0". That way, the vertices of the opposite polygons will not snap to the ones you are building. Works both for true symmetry or virtual symmetry. Hope the above helps. Examples: First thin cylinder shape. Z-bias .750, you can see the wireframe outline of the opposite polygons Second thin cylinder shape. Z-bias .250 you can not see the wireframe outline of the opposite polygons Edited March 7, 2018 by digman Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 7, 2018 Report Share Posted March 7, 2018 Hi If you like to ask directly the developers please send any support-related questions to Andrew Shpagin at support@3dcoat.com Thx Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted March 7, 2018 Reputable Contributor Report Share Posted March 7, 2018 9 hours ago, bez said: I would also like to know the answer to that question. Transperancy of retopo object dose NOT effect the back face culling issue. Why would I want to see the back faces of my retopo object anyway? Also my high poly reference mesh is getting hidden once it's on top of the view of the the retopo object, which in some place, because of the mesh shape, it's the only angle you can work with, but than you can't see the reff mesh so you can't retopo! And how is this topic solved exactly? no answers here what so ever is this for real? 3d coat is a nice program but since the UI is so bad and it has so many glitches the least you can do is give some decent support. As a paying customer I must say your support is horrible! I never got any answers for any of my problems. Topic solved, yeah right. get your act together 3d coat devs seriously. Could you please screen record your issue. I may be able to help. If not, I'll contact Andrew for you to try and get a resolution ASAP Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted March 8, 2018 Contributor Report Share Posted March 8, 2018 Don, the problem is that some retopo tools, like Brush or Split Rings, when used to retopo a curved and very thin surfaces, have a tendency to snap points to backfaces no matter what snapping algorithm is currently selected. For example, in the attached scene I used Brush smoothing near the centre of the cloth. As a result most of the new points have snapped to the other side of the mesh, and it takes some time to move those points back in place. backface-point-snapping-example.7z Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted March 9, 2018 Reputable Contributor Report Share Posted March 9, 2018 13 hours ago, ajz3d said: Don, the problem is that some retopo tools, like Brush or Split Rings, when used to retopo a curved and very thin surfaces, have a tendency to snap points to backfaces no matter what snapping algorithm is currently selected. For example, in the attached scene I used Brush smoothing near the centre of the cloth. As a result most of the new points have snapped to the other side of the mesh, and it takes some time to move those points back in place. backface-point-snapping-example.7z Oh, I see. Yeah, when I have run into that problem in the past (like a dragon wing for example), I would create a duplicate of the voxel object > RMB > THICKEN or EXTRUDE a little bit. Then, once I am about ready to bake, I snap the retopo mesh to the original. Andrew does need to look into this, though. It's probably something only he can address/fix. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 11, 2018 Report Share Posted March 11, 2018 New Version 4.8.13- Backface culling in retopo works correctly Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted March 12, 2018 Contributor Report Share Posted March 12, 2018 (edited) On 3/11/2018 at 1:08 PM, Carlosan said: New Version 4.8.13- Backface culling in retopo works correctly Unfortunately I don't see much difference, if any. Brush tool (in normal or smoothing modes), Split Rings or Relax still keep snapping points to backfaces. That fix probably addressed display issues, not how snapping works. Edited March 12, 2018 by ajz3d Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 13, 2018 Report Share Posted March 13, 2018 Reported, Thx. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted July 31, 2018 Report Share Posted July 31, 2018 Will you please test latest version ? Thx. Quote Link to comment Share on other sites More sharing options...
Member Freelance Games Posted March 27, 2019 Member Report Share Posted March 27, 2019 (edited) It still doesn't seem to work in version 4.8.36. Edited March 27, 2019 by Freelance Games Quote Link to comment Share on other sites More sharing options...
Carlosan Posted March 27, 2019 Report Share Posted March 27, 2019 Reported. Thx for point it up. Quote Link to comment Share on other sites More sharing options...
Member hansolocambo@gmail.com Posted April 15, 2019 Member Report Share Posted April 15, 2019 This "ignore backfacing" option never worked. Still, 3D-Coat's Retopo Room remains, by far, the best retopo tool around. But damn, if this could be fixed ! An option, by layer, to activate the snap/weld or not, would be amazingly useful. The time I loose, at every retopo, because of my vertices snapping on geometry that shouldn't even be taken into account because they're on the other side, really far from my clicks, is super annoying. 2 Quote Link to comment Share on other sites More sharing options...
Member Freelance Games Posted April 27, 2019 Member Report Share Posted April 27, 2019 Will this issue be fixed in the next build? Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted April 27, 2019 Contributor Report Share Posted April 27, 2019 (edited) Nobody seems to heed Digman's solution: Z bias = something very low. Mirror snap = 0. Edited April 27, 2019 by Tony Nemo Quote Link to comment Share on other sites More sharing options...
Member Freelance Games Posted April 28, 2019 Member Report Share Posted April 28, 2019 7 hours ago, Tony Nemo said: Nobody seems to heed Digman's solution: Z bias = something very low. Mirror snap = 0. Its mentioned in the video that mirror snapping = 0 doesn't work. Also, are you saying the bug should be ignored because there is a workaround? Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted April 28, 2019 Contributor Report Share Posted April 28, 2019 No, I say "Back Face Culling" should definitely work . However, in the video, the Z bias is set at 10 whereas in the Digman example it is 0.1. So I don't think the "workaround" was properly done. Quote Link to comment Share on other sites More sharing options...
Member smatthews1999 Posted April 20, 2020 Member Report Share Posted April 20, 2020 (edited) The problem here is that the retopo mesh vertices will at random snap to the inside of the mesh. It doesn't do this initially. At first it looks good... and then at some point .. you start to notice that random vertices have snapped to the INSIDE of the mesh instead of the outside. This is in the case of a thin mesh such as cloth. Any kind of brushing, snapping, relaxing will not dislodge the vert. You need to delete and recreate the polygon. I have tried all the suggestions here as well as all the snapping options to no avail. I guess the solution is never retopo anything thinner than a brick. Edited April 20, 2020 by smatthews1999 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted May 2, 2020 Report Share Posted May 2, 2020 On 4/27/2019 at 4:30 PM, Tony Nemo said: Nobody seems to heed Digman's solution: Z bias = something very low. Mirror snap = 0. Are you using this setting ? Quote Link to comment Share on other sites More sharing options...
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