Reputable Contributor AbnRanger Posted July 24, 2010 Reputable Contributor Report Share Posted July 24, 2010 Auto-Retopo...even what Andrew started out to implement, will always fall short in cases where you want the topology to follow certain contours. These guides provide a good blend between an auto-routine having to GUESS, and a manual retopo job where you have total control. In this case, it removes the time-consuming aspect of doing the task manually, and it removes the GUESSWORK for the program. It takes the best from those methods and removes the worst. That's all you can ask for. I think Andrew may be stumbling upon the Leprechan's pot of gold, so to speak. Even staunch ZB users will want to get a seat, if for no other reason than this feature. It will save up to hours per job (depending on the scope of the task). Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted July 24, 2010 Report Share Posted July 24, 2010 Sure and even with an entire character you could use this and it may not be able to handle fine details like the face, you could delete those and redo them by hand and it would still save you a boat load of time. Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted July 24, 2010 Contributor Report Share Posted July 24, 2010 You just do not understand. Automatic algorithm - an automatic algorithm, and the control algorithm is nothing more than another tool for making retopology. No more magic. Quote Link to comment Share on other sites More sharing options...
Member Lucky_1 Posted July 24, 2010 Member Report Share Posted July 24, 2010 I just hope you are able to define the center line of the object, but autoretopo looks very nice so far Can't wait to try it out. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted July 24, 2010 Report Share Posted July 24, 2010 Well from the videos it seems to be working symmetrically so I would assume the center line is straight. Not positive of course. Quote Link to comment Share on other sites More sharing options...
Javis Posted July 25, 2010 Report Share Posted July 25, 2010 Unfortunately, upon closer inspection, you can see that the orc retopo isn't symmetrical. This is a big must if we're to use it, I know Andrew already knows this. Either way, once it's in a build, we'll all be able to test it out and suggest ideas, workflows and other ideas to help out the progress of the tool. Quote Link to comment Share on other sites More sharing options...
Advanced Member Maximus3D Posted July 25, 2010 Advanced Member Report Share Posted July 25, 2010 Will this auto quandrangulation tool work with imported models ?! i hope it's not just for models sculpted within 3DC as that would drasticly reduce it's usefulness. / Magnus Quote Link to comment Share on other sites More sharing options...
Member vil Posted July 25, 2010 Member Report Share Posted July 25, 2010 I guess some kind of resolution definition would improve this algorithm even further - to be able to paint areas with more detail the workflow would be same as now, and there would be an additive step for painting detail areas - like face, fingers, ears, It could be a simple painttool with a gradient. Also, I don't know why now the quads are so regular, it seems that same area and squarishness for all quads is for the algorithm more important than aligning the features really well. Quote Link to comment Share on other sites More sharing options...
Advanced Member PoopaScoop Posted July 25, 2010 Advanced Member Report Share Posted July 25, 2010 10 Minutes Perfect Retopo for characters. Who could ask for anything more. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted July 25, 2010 Reputable Contributor Report Share Posted July 25, 2010 I guess some kind of resolution definition would improve this algorithm even further - to be able to paint areas with more detail the workflow would be same as now, and there would be an additive step for painting detail areas - like face, fingers, ears, It could be a simple painttool with a gradient. Also, I don't know why now the quads are so regular, it seems that same area and squarishness for all quads is for the algorithm more important than aligning the features really well. You do realize you can add additional loops in seconds, in the Retopo room, with the Split Rings tool. I'd rather have less and add as I need them, than the reverse. You do know you can quickly slide edges where you want them, right? So you don't get a made-to-order model? This is the closest thing to it, and I am pretty happy about that...even if I need to tweak a bit to get the final result. Quote Link to comment Share on other sites More sharing options...
Member Garrick Posted July 25, 2010 Member Report Share Posted July 25, 2010 This auto retop function is very impressive so far, I hope that in future the auto retop recalculations go a lot faster. Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted July 26, 2010 Advanced Member Report Share Posted July 26, 2010 Can the autoretopo just retopo half the model so we can have symmetry on both sides? The video shows the polyflow non symmetrical even on the stomach. Quote Link to comment Share on other sites More sharing options...
Taros Posted July 26, 2010 Report Share Posted July 26, 2010 http://bit.ly/cBZiOY Для квадрангуляции нужны управляющие элементы? Боюсь что на сложных моделях подобрать эти сечения будет по времени/эффективности равным созданию полноценной топологии. Пичаль... Quadrangulation need controls? I'm afraid that the complex models to select these sections will be on time / efficiency equal to creating a complete topology. Grief... No. You can, but you are not forced to use the guidelines. An information for all: The routine is still not ready. That is the reason too, why Andrew has not posted a new beta release. Andrew will need some time to optimise all parts. But the routine is near to finish. The auto retopo will work as it do already today: you can use the internal models to retopo or import models from other apps. No changes in the current workflow. Quote Link to comment Share on other sites More sharing options...
Member MaDDoX Posted July 26, 2010 Member Report Share Posted July 26, 2010 I'm afraid that the complex models to select these sections will be on time / efficiency equal to creating a complete topology. LOL nice one, best joke of the day BTW, the guidelines idea is *genious*, I still remember suggesting to Andrew almost a year ago that we should have some "magnets" to define Y-topology (3-edges) and star-topology (5 edges) vertices, since these are the ones most important to define edge flow. That'd already be great, but he made it even easier! Instead of setting 4 y-edged magnets to define a bracket loop for an appendage, all you need now is one traversal line circling the shape. ONE LINE! OMG, I'm flabbergasted The only bad part of all this godliness is that I can't hold myself in anxiety to put my hands on it.. Quote Link to comment Share on other sites More sharing options...
Advanced Member juanmanuel Posted July 26, 2010 Advanced Member Report Share Posted July 26, 2010 I'm dedicating a hat dance to Andrew for the speedy implementation of the topology tool Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted July 26, 2010 Contributor Report Share Posted July 26, 2010 I'm dedicating a hat dance to Andrew for the speedy implementation of the topology tool I'll chip in with a Jarabe Largo Ranchero! Quote Link to comment Share on other sites More sharing options...
Advanced Member Maximus3D Posted July 26, 2010 Advanced Member Report Share Posted July 26, 2010 Approx when will we have a release in our hands with this new thingy implemented into it ? after Siggraph or later ? anyone care to guess.. / Magnus Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted July 26, 2010 Report Share Posted July 26, 2010 Knowing Andrew he'll have a laptop at the booth coding the next update. Quote Link to comment Share on other sites More sharing options...
Advanced Member Maximus3D Posted July 26, 2010 Advanced Member Report Share Posted July 26, 2010 Heh yeah, but seeing him code will probably be a sight to see for Siggraph attendees. It's comparable to liveaction cartooons hehe / Magnus Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted July 26, 2010 Advanced Member Report Share Posted July 26, 2010 Auto-Retopo...even what Andrew started out to implement, will always fall short in cases where you want the topology to follow certain contours. These guides provide a good blend between an auto-routine having to GUESS, and a manual retopo job where you have total control. In this case, it removes the time-consuming aspect of doing the task manually, and it removes the GUESSWORK for the program. It takes the best from those methods and removes the worst. That's all you can ask for. I think Andrew may be stumbling upon the Leprechan's pot of gold, so to speak. Even staunch ZB users will want to get a seat, if for no other reason than this feature. It will save up to hours per job (depending on the scope of the task). What is THIS? :P you have access to the new tools already? Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted July 26, 2010 Report Share Posted July 26, 2010 That's a video Andrew made and posted to Twitter, Don is most likely just sharing the video. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted July 26, 2010 Reputable Contributor Report Share Posted July 26, 2010 What is THIS? :P you have access to the new tools already? No, I just put the videos Andrew listed on his Twitter up on Vimeo, so more people could see it Quote Link to comment Share on other sites More sharing options...
Advanced Member splodge Posted July 27, 2010 Advanced Member Report Share Posted July 27, 2010 Approx when will we have a release in our hands with this new thingy implemented into it ? after Siggraph or later ? anyone care to guess.. / Magnus Probably after Sigraph. But with a feature like this it will never be finished. There'll always be room for improvement. So the longer we have to wait for its release the better it will be, because once it's released it may not get updated for quite some time. Jumping from one complicated piece of code to another is very difficult. So programmers tend to work on only one thing at a time and are hesitant to work on old code because they just don't understand it, despite writing it themselves So in this case patience is definitely gonna be a virtue. Take your time, Andrew! Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted July 27, 2010 Contributor Report Share Posted July 27, 2010 Probably after Sigraph. But with a feature like this it will never be finished. There'll always be room for improvement. So the longer we have to wait for its release the better it will be, because once it's released it may not get updated for quite some time. Jumping from one complicated piece of code to another is very difficult. So programmers tend to work on only one thing at a time and are hesitant to work on old code because they just don't understand it, despite writing it themselves So in this case patience is definitely gonna be a virtue. Take your time, Andrew! In some ways, programming resembles animating where adjustments at one point in the timeline can adversely affect things where you thought they were all done. Quote Link to comment Share on other sites More sharing options...
Advanced Member ghib Posted July 27, 2010 Advanced Member Report Share Posted July 27, 2010 http://vimeo.com/13652970 It seems that even though Symmetry X is turned on the resulting mesh isn't symmetrical. Is there a reason for this or is it a bug? You can see this on the belly of the beast and on the lips @ 2:39 Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted July 27, 2010 Contributor Report Share Posted July 27, 2010 No, I just put the videos Andrew listed on his Twitter up on Vimeo, so more people could see it You might want to add both a title and comment saying that it was you did in that case. Quote Link to comment Share on other sites More sharing options...
Contributor Tinker Posted July 27, 2010 Contributor Report Share Posted July 27, 2010 Ok, auto retopo for characters looks great. But still the characters - it is the characters. This is a piece-work, and most of the time there is spent not on toplogy, but design / modeling / rigging and animation of course. Besides, not every animator approve automatic topology. I am worry about another sort of models (level elements, greebles). That is created in large numbers, and making topology exceeds the modeling time. Actually, no idea where on such models may be a control lines for the super algorithm, and it makes me sad. I'm afraid I'll be outside playing with that nice toy Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted July 27, 2010 Contributor Report Share Posted July 27, 2010 Things currently appear not symmetrical, I Know he is working on this. SO just give breathing room. Siggraph is a big event and requires attention. Andrew Im sure will make things available soon, More tweaking is required, Though i can say it looks very impressive at this early stage. Quote Link to comment Share on other sites More sharing options...
Contributor LJB Posted July 27, 2010 Contributor Report Share Posted July 27, 2010 Ok, auto retopo for characters looks great. But still the characters - it is the characters. This is a piece-work, and most of the time there is spent not on toplogy, but design / modeling / rigging and animation of course. Besides, not every animator approve automatic topology. I am worry about another sort of models (level elements, greebles). That is created in large numbers, and making topology exceeds the modeling time. Actually, no idea where on such models may be a control lines for the super algorithm, and it makes me sad. I'm afraid I'll be outside playing with that nice toy Actually Tinker the more conventional edges that you tend to work with in you greebled subtractive techneques will actually work very nicely with it (Without the need to add the guides). the guides are more for character and organic based quadrangulation where the desired edgeflow is less predictable. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted July 27, 2010 Reputable Contributor Report Share Posted July 27, 2010 You might want to add both a title and comment saying that it was you did in that case. that's fine....just some people were asking for the video on youtube or vimeo, over at cgtalk...in haste I just posted it. Seemed like it's easy to see it's just someone showing a feature, not showing their model or tutorial or anything Quote Link to comment Share on other sites More sharing options...
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