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Garagarape sketchbook


Garagarape
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Thanks for the advice.

This is gonna be very tight for this guy is to be done

before the end of january.

I'll try Auto sharp seams tonight.

I guess this something to split uvs islands for models

with sharp edges in order to have proper baking.

Though this model is a robot, it has a lot of organic like

round shapes. I'm not sure about the method to use.

One thing is sure, is that there is no time.

I wont do a "cage" for each part :)

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Sh*t! Again that problem with internet connection.

Can't upload my last pic...

 

Managed to finish the head part. And it is quite optimized

because it's not unsymmetrical unwrap.

 

Well, lot of things left to do...

 

 

 

 

post-3507-0-30599600-1420814572_thumb.jp

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I learned that Autopo "can take too much time" also when I gave it a model with lavish use of live clay. I had to re 'Sketch' and use the Decimate command to get something that Autopo can handle in less than a day (or whatever).

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AbnRanger, Tony, Thanks!

Yes, I think you're right Tony.

Autopo is fine for quick tests especially for organic models.

Good also when the model you produce is just used for renderning

without obligation to make it light as a video game model.

For a mechanic model that you want to be optimized, at this point

it's probably better to do it "by hand". And 3dCoat has the tools needed for it.

But it is as tiring as Uv mapping :)

Because it is tiring, I always feel very happy when it's done and

that only texture work is left. But it is only a workflow among others.

At work I am sometime asked to make a 3d model by starting with

an old texture. I start with a planar mapping on a quad plane and

cut all the pieces needed with the patterns of the texture, then

assembly the pieces to get a volume...

That's what is cool about 3d. So many cases and occasions to learn.

Cheers!

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AbnRanger, Tony, Thanks!

Yes, I think you're right Tony.

Autopo is fine for quick tests especially for organic models.

Good also when the model you produce is just used for renderning

without obligation to make it light as a video game model.

For a mechanic model that you want to be optimized, at this point

it's probably better to do it "by hand". And 3dCoat has the tools needed for it.

But it is as tiring as Uv mapping :)

Because it is tiring, I always feel very happy when it's done and

that only texture work is left. But it is only a workflow among others.

At work I am sometime asked to make a 3d model by starting with

an old texture. I start with a planar mapping on a quad plane and

cut all the pieces needed with the patterns of the texture, then

assembly the pieces to get a volume...

That's what is cool about 3d. So many cases and occasions to learn.

Cheers!

I asked Andrew, a while back, if he would allow us to use the different Selection modes in the E-Panel with the Strokes tool, to create very quick shapes with the Strokes tool (Rectangle, Square, Ellipse, Circle, Line) and he said he could, but he's been tied down almost exclusively in the Paint Room for the past year, so who knows when he'll get around to the Retopo room. I made a host of requests about 2yrs ago, that would make life so much easier in the Retopo room, and it would make 3D Coat closer to a full blown poly-modeler....but Andrew hasn't really visited the Retopo room much, to do any of them.

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Not quite a year, more like 6 months on the paint room. And hopefully another 12 months to equal the attention the sculpt room got. :)

 

 

Anyway, great job Garagarape! I've been watching your thread, nice work. Reminds me of the hoard of engine parts I had to retopologize last winter. But yours looks more fun. :)

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AbnRanger, Javis,

 

Yes. I guess Andrew's very busy with the physically based (?) material stuff.

I saw a test of Digman that looks fine with it.

We'll have to wait for the retopo room to be upgraded.

Yes, I remember some features ideas on mantis or somewhere else for the retopo tools,

like "extrude" and other handy options.

It could be tricky to extrude quads along a complicated voxel shape because of snapping issues,

but after all that would be a kind of upgraded "slide edges" may be.

Anyway, I found it good enough to work.

Hope I manage to make a better model than before this time. I'll test Quixel suite on it.

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Just when I say "retopo's room is fine" it crashes. lol.

Do you guys have a button to make crash other users 3dCoat by remote control? :)

Just kidding.

A friend of mine who was a Maya master in my former company used to build teapot

with remote control on others staff PCs. Like, you were working on a scene and

suddenly a teapot popped out of nowhere... That was cool, but we didn't manage

to use this trick on our workflow :)

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AbnRanger, Javis,

 

Yes. I guess Andrew's very busy with the physically based (?) material stuff.

I saw a test of Digman that looks fine with it.

We'll have to wait for the retopo room to be upgraded.

Yes, I remember some features ideas on mantis or somewhere else for the retopo tools,

like "extrude" and other handy options.

It could be tricky to extrude quads along a complicated voxel shape because of snapping issues,

but after all that would be a kind of upgraded "slide edges" may be.

Anyway, I found it good enough to work.

Hope I manage to make a better model than before this time. I'll test Quixel suite on it.

When you use the TRANSFORM TOOL in the Retopo Room, 3D Coat temporarily disables snapping, until you hit ESC to drop the tool. That's why just allow they user to simply hold down the SHIFT key while dragging, to create a new row of edges/group of polygons could make life a lot easier in the Retopo room. It's basically like using the SPLIT RINGS tool on the fly, with the TRANSFORM TOOL active.

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AbnRanger. Yes that's a good tool. I think I've seen it in a video before (the one with a four legged beast).

It's handy when you want to bend something afterwards. But for Mecha design, I haven't tried yet.

 

I finally finished the retopo. Arranging Uvs layout is the next step.

post-3507-0-77082800-1421572619_thumb.jp

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