Javis Posted May 5, 2015 Share Posted May 5, 2015 Forum user mocaw sent this to me, seems pretty useful (already passed it to Andrew, who passed it to Raul): 3 Quote Link to comment Share on other sites More sharing options...
Taros Posted May 5, 2015 Share Posted May 5, 2015 Impressive. The retopo routines seems to be very fast. Quote Link to comment Share on other sites More sharing options...
Advanced Member The Candy-floss Kid Posted May 6, 2015 Advanced Member Share Posted May 6, 2015 Raul your situation has been in our thoughts and wishes. So delighted to read that you have finally through perseverance and good faith come through your hardships. Best wishes for your new beginning. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted May 11, 2015 Share Posted May 11, 2015 Improved CloseHoles tool Hi Recent developments into QuadFill tool, proving its bulletproof robustness I found a must to also port a similar algorithm into our closing holes arsenal. The result is quite preomising and equally robust. Our previous tools for the task where quite good, but there was still some remaining “difficult” cases to handle, like the ones I show here. Well, soon that will be the past Previous closing holes algorithm where non optimal for this case Convex contour partitioning based Yet better using flat interpolation for this case. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted May 11, 2015 Share Posted May 11, 2015 Yet new Close Holes algorithm Here’s new closing holes algorithm in action, based on the FillHoles research on convex contour splitting and advancing front triangulation, greatly improving existing tools. Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted May 11, 2015 Contributor Share Posted May 11, 2015 Hurrah! Quote Link to comment Share on other sites More sharing options...
Advanced Member gbball Posted May 11, 2015 Advanced Member Share Posted May 11, 2015 (edited) Awesome! Edit: Sorry I wrote down my thoughts in point form and forgot to explain! Here goes...I would love to see the following Raul. Something where we could define the underlying geometry with an advanced move tool that would allow the user to create, points, lines or shapes in conjunction with the move tool to manipulate the sculpt. It would work as follows. (User)draw an arbitrary line along the surface of the geometry (software)conform underlying topology to match line (User)optionally define points (bezier control points) along the line (User)move line or points and have it move the underlying geometry as defined by the size and alpha of the brush tool (User)Optionally create closed lines(shapes) (User)ability to extrude/bevel these shapes and affect underlying geometry (User)ability to define points/lines/shapes within a shape (User)move said point/line/shape and have it move the underlying geometry constrained to the boundaries of the bounding shape Is that clear? This would really open the door for doing precision sculpts with relatively low poly counts Edited May 11, 2015 by gbball 1 Quote Link to comment Share on other sites More sharing options...
farsthary Posted May 12, 2015 Author Share Posted May 12, 2015 Hi guys! Thanks a lot for your comments and shared ideas, yes, those approaches seems very interesting to me, in the past I was focused only on the sculpting tools but now that I have more resources I will start tinkering in other areas as well like retopo Keep it up! 2 Quote Link to comment Share on other sites More sharing options...
Advanced Member JoseConseco Posted May 12, 2015 Advanced Member Share Posted May 12, 2015 Thanks for updates farsthary. I wonder what happened to this feature from your blog post http://farsthary.com/2014/05/06/simplicity-is-the-key/. I was really excited to try new simple triangulation algorithm because of this image you posted. But there is no option for division type in LC brushes yet. Topology for simple division seems way cleaner than old method, and from what I understand it is also faster because algorithm is simpler. 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted May 20, 2015 Share Posted May 20, 2015 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted May 22, 2015 Share Posted May 22, 2015 A closing holes tool for the re-topology room, with similar flexibility and power as the LiveClay closing holes tools. 2 Quote Link to comment Share on other sites More sharing options...
Advanced Member GeneralAce55 Posted May 22, 2015 Advanced Member Share Posted May 22, 2015 (edited) When can we expect to see this feature implemented into the betas? And keep up the great work! It's looking fantastic! Edited May 22, 2015 by GeneralAce55 Quote Link to comment Share on other sites More sharing options...
Contributor TimmyZDesign Posted May 22, 2015 Contributor Share Posted May 22, 2015 A closing holes tool for the re-topology room, with similar flexibility and power as the LiveClay closing holes tools. YES! Adding these kinds of features to the Retopo Room is a great idea! Partly automatic retopology is exactly what we need! Please continue to work in the Retopo Room!Also, will the retopo polygons still snap to a high density voxel mesh? Snapping is very important. In your demo video it does not show that happening... Quote Link to comment Share on other sites More sharing options...
farsthary Posted May 23, 2015 Author Share Posted May 23, 2015 Hi! Yes I will stay for a while in Retopo, there's a lot of room for improvement there Currently new vertices is not snapped but I will add that possibility soon 2 Quote Link to comment Share on other sites More sharing options...
farsthary Posted May 23, 2015 Author Share Posted May 23, 2015 Thanks for updates farsthary. I wonder what happened to this feature from your blog post http://farsthary.com/2014/05/06/simplicity-is-the-key/. I was really excited to try new simple triangulation algorithm because of this image you posted. But there is no option for division type in LC brushes yet. Topology for simple division seems way cleaner than old method, and from what I understand it is also faster because algorithm is simpler. Oh yes, I'm working to bring it back, somehow it didn't got merged while I was in Cuba so I will try to rewrite this again. 2 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 1, 2015 Share Posted June 1, 2015 http://farsthary.com/2015/06/01/raw-subdivision/ Raw subdivision Posted on June 1, 2015 by Farsthary Some time ago as requested by an artist, I have implemented a subdivision type useful for low polygon models or hard edges geometry. At that time I was in Cuba and by some reason I can’t remember seems that code wont get into the main trunk. Since I have left all my previous work “behind” I had to re-implement again. but like a painter, the second time you do your artwork it will be different, now I have more experience so the rewrote feature is way better than the lost functionality Hope you like it. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member JoseConseco Posted June 1, 2015 Advanced Member Share Posted June 1, 2015 (edited) Great! I was waiting for this for long time. It should be great for sculpting on lowpoly, or hardsurface stuff. Too bad it was not included in 3dc 4.5 Edited June 1, 2015 by JoseConseco Quote Link to comment Share on other sites More sharing options...
Advanced Member The Candy-floss Kid Posted June 1, 2015 Advanced Member Share Posted June 1, 2015 The Raw Subdivision addition is a great feature for extra control when required. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 5, 2015 Share Posted June 5, 2015 Interactivity Posted on June 4, 2015 by Farsthary Hi finally I’ve added more interactivity to improve the workflow of CloseHolesRTool in Retopo room, soon will be added surface snapping Quote Link to comment Share on other sites More sharing options...
Advanced Member The Candy-floss Kid Posted June 10, 2015 Advanced Member Share Posted June 10, 2015 Hi Raul, I'm curious about the pinch brush - does holding cntrl change the behavior? It's hard to tell what holding cntrl is doing with the Pinch brush if anything? I always feel that it would be good if holding cntrl when using Pinch could perhaps introduce the ability to lay down a sharper line to exaggerate planar/ angular changes of a form. In other words that holding the cntrl key with Pinch applies a crisp linear scoring of the surface - similar to using the draw brush then applying pinch. Try creating a stroke using the Draw brush - settings -68% focal shift, 14% falloff , depth 34%. After applying that stroke run over the stroke with a Pinch brush at 21% falloff and 3% depth. Doing so will give you a clear idea of the kind of scoring line I am talking about. Out of curiosity is there a brush that is the opposite of pinch i.e one that expands out the distance between polys under the brush radius? Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted June 13, 2015 Advanced Member Share Posted June 13, 2015 A full blown polymodelling room in 3dcoat please. https://twitter.com/Farsthary/status/609260891234795520 LIke the zbrush poly tools I would love the sculpt room turn into a real polymodel room for 3dcoat 5. 3 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted June 13, 2015 Reputable Contributor Share Posted June 13, 2015 A full blown polymodelling room in 3dcoat please. https://twitter.com/Farsthary/status/609260891234795520 LIke the zbrush poly tools I would love the sculpt room turn into a real polymodel room for 3dcoat 5. You mean merge the Retopo Room and the Tweak Room together? That would be a good idea. Been asking Andrew for soft/gradient selection in the Retopo Room for a few years, now. But the Tweak Room is slow, doesn't have the consistency of tools that you see in other parts of the app...such as Transform tools. They are still the old legacy ones. And you cannot multi-select different mesh with the gradient select tool. That means it's nearly impossible to pose parts of a character that have different parts. Such as the head having eyes, teeth and tongue, or the arm having clothes draped over it, or braclets, chains, armor, etc. It's been wholly neglected. If Raul could unify the Retopo Room with the Tweak Room and add the surface mode brushes + Transform and maybe Pose Tool to it, that would be huge. Quote Link to comment Share on other sites More sharing options...
Member Wizardkiss Posted June 13, 2015 Member Share Posted June 13, 2015 Poly-modeling tools inside 3D Coat would be the greatest thing ever. That would make 3D Coat a complete content creation pipeline. I would say having it be a high priority rather than a side project would make a lot of sense. 1 Quote Link to comment Share on other sites More sharing options...
farsthary Posted June 14, 2015 Author Share Posted June 14, 2015 A full blown polymodelling room in 3dcoat please. That's one of my goals soon I'm currently beta - ing those tools starting by the pillars, alternated with the more urgent Retopo improvements @Candy Floss I will check that soon Cheers all 3 Quote Link to comment Share on other sites More sharing options...
Contributor TimmyZDesign Posted June 14, 2015 Contributor Share Posted June 14, 2015 That's one of my goals soon I'm currently beta - ing those tools starting by the pillars, alternated with the more urgent Retopo improvements @Candy Floss I will check that soon Cheers all Wow, this is exciting!Will you be adding subdivision surfaces too? If you do, I recommend the Opensubdiv method. Also, if you add subdivision surfaces, then sculpt layers will be easier to make. Sculpt layers are a big request from many users of 3D-Coat, and sculpt layers will attract many new customers as well. Thank you Farsthary for all of your hard work on such great new features! Quote Link to comment Share on other sites More sharing options...
Taros Posted June 14, 2015 Share Posted June 14, 2015 That's one of my goals soon I'm currently beta - ing those tools starting by the pillars, alternated with the more urgent Retopo improvements @Candy Floss I will check that soon Cheers all Interesting. If you really plan to do this then take a look at industry leading modeling tools like modo. But I guess you already doing it... Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted June 14, 2015 Advanced Member Share Posted June 14, 2015 Interesting. If you really plan to do this then take a look at industry leading modeling tools like modo. But I guess you already doing it... No please not modo as inspiration for modelling. Too clicky, no mod stack, not flexible. This is from modo 301 to 801 user who is still waiting for modo to catch up to max. Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted June 14, 2015 Contributor Share Posted June 14, 2015 Use Blender as inspiration Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted June 14, 2015 Share Posted June 14, 2015 Or LightWave. Quote Link to comment Share on other sites More sharing options...
Taros Posted June 14, 2015 Share Posted June 14, 2015 Ok Ok. Just do something amazing and revolutionised... Quote Link to comment Share on other sites More sharing options...
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