Taros Posted June 1, 2016 Share Posted June 1, 2016 Just feedback: Currently I like RFill a lot. It saves a lot of time. I dropped quadpaint unfortunately because of the uncontrollable curves. Our company needs exact curve shapes for our projects. Not just free retopo meshes. I hope Raul expand the curves soon to make them more controllable. Quote Link to comment Share on other sites More sharing options...
farsthary Posted June 1, 2016 Author Share Posted June 1, 2016 hi thanks a lot for the feedback. Yes, better control of the curves is something I'm researching now. For that purpose QuadStrips will be better suited with splines also. One workaround currently is to create more pinned points (double click) for more accurate shaping. Quote Link to comment Share on other sites More sharing options...
farsthary Posted June 1, 2016 Author Share Posted June 1, 2016 Also the tension factor limits the strength of the deformation. Quote Link to comment Share on other sites More sharing options...
Taros Posted June 2, 2016 Share Posted June 2, 2016 12 hours ago, farsthary said: hi thanks a lot for the feedback. Yes, better control of the curves is something I'm researching now. For that purpose QuadStrips will be better suited with splines also. One workaround currently is to create more pinned points (double click) for more accurate shaping. Thank you. I am shure you will optimise the curves to good point. A second mode would help: If a point is moved istead of creating a "spike" the whole bending of the curve segment will be moved. Like in Illustrator or in the existing 3D Coat curves coded by Andrew for other tools. Believe me: If you port the current solution for regular 3D Coat curves to your splines, then you made the job! We don't need more Raul. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 2, 2016 Share Posted June 2, 2016 To accurately shape a stroke in QuadPaint, the user can create new pinned vertices with double click, in the future more powerful curve controls will be implemented. Today I’ve improved the implementation by allowing the deformation to be independent from stroke density. (unlike previous algorithm) and I’ve solved a bug that prevented to simultaniously deform linked strokes. Before: After 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted June 2, 2016 Contributor Share Posted June 2, 2016 Great , yes this very good progress. Thank you so much. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 6, 2016 Share Posted June 6, 2016 Implemented piecewise Spline interpolation for simple stroke's deformation 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted June 6, 2016 Contributor Share Posted June 6, 2016 Extremely important . Like we have subdivide for a retopo mesh , can we please have a command that makes the poly lower??? If retopo polys 100 and with a subdivide they go 200 then we need to go , 150 , 100 , 50 , just an example . Its really important because. In order to get a good autoretopo we must add a lot of polys , but then we need to turn them down. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 7, 2016 Share Posted June 7, 2016 Committed and merged latest changes to branches. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted June 7, 2016 Contributor Share Posted June 7, 2016 Thank you. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member gbball Posted June 9, 2016 Advanced Member Share Posted June 9, 2016 Raul, You've just about created the ultimate modeling tool and I'm not sure you realize it. If you can now alter whether or not each pinned point is stuck to the surface, then you've made something quite powerful. Quote Link to comment Share on other sites More sharing options...
farsthary Posted June 9, 2016 Author Share Posted June 9, 2016 Hi Finally I could post again, some internal issues prevented my account to do so, thanks the webmaster is solved Thank you all @Michaelgdrs Could you provide me a better example of such decimation tool? (usability wise) I souldn/t be too difficult to implement. @gbball There's the option to dissable snapping to the surface but I think you meant other option like moving freehand in the 3D space those vertices? 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member gbball Posted June 9, 2016 Advanced Member Share Posted June 9, 2016 Yeah, so that you could potentially create new structures just by describing where the edges are. Quote Link to comment Share on other sites More sharing options...
Advanced Member gbball Posted June 9, 2016 Advanced Member Share Posted June 9, 2016 probably easier said than done though Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted June 9, 2016 Contributor Share Posted June 9, 2016 58 minutes ago, farsthary said: Hi Finally I could post again, some internal issues prevented my account to do so, thanks the webmaster is solved Thank you all @Michaelgdrs Could you provide me a better example of such decimation tool? (usability wise) I souldn/t be too difficult to implement. @gbball There's the option to dissable snapping to the surface but I think you meant other option like moving freehand in the 3D space those vertices? Greetings Raul , at the studio i am working we specialize in VR so each prop i create must be optimized 100 % in order to run in VR headsets in a GTX 980 / or GTX 980 ti / or GTX 1080 (in studio and for clients). I create from 7 to 12 assets per working day and Autopo sometimes is crutial to me , unfortunately it needs lots of polys to get it right and then we cant use the produced model in the engine (Unity 5) for VR usage. So we need to reduce the amount of polys (with a decimation software) but all create ugly triangles that brakes the normals and geometry , in VR especially with CV1 you can see a lot more details than you see in a normal screen game so those issues are caught by the eye and they ruin the experience. Usability wise i cant find something better than getting the retopo with lower polys but POLYS and not random triangulation , innovation for sure. If you can reduce the amount of polys in your new tools by selecting a number then it should be eazy to do this. Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted June 10, 2016 Contributor Share Posted June 10, 2016 (edited) For manual decimation this is how i have it on my mind. From sec 10 on this video , i want to be able to select 4 vertices for example and in the area of those vertices a decimation will happen. (when 4 vertices are selected it would be good to have a line to show they area , just like we do the unwrap lines , it will help for bigger distances beetwen vertices) https://www.dropbox.com/s/wcra3lvqd79kwfv/select_vertices_decimate_area.mp4?dl=0 For Auto decimation i just select from a menu if i want to be be 50% or 1/2 and it cuts polys to half . So basic idea for Decimation is to delete unnessesary edges and from this delete a new poly will be created , just like when we delete edges manually!!! Edited June 10, 2016 by Michaelgdrs Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted June 10, 2016 Reputable Contributor Share Posted June 10, 2016 1 hour ago, Michaelgdrs said: For manual decimation this is how i have it on my mind. From sec 10 on this video , i want to be able to select 4 vertices for example and in the area of those vertices a decimation will happen. (when 4 vertices are selected it would be good to have a line to show they area , just like we do the unwrap lines , it will help for bigger distances beetwen vertices) https://www.dropbox.com/s/wcra3lvqd79kwfv/select_vertices_decimate_area.mp4?dl=0 For Auto decimation i just select from a menu if i want to be be 50% or 1/2 and it cuts polys to half . So basic idea for Decimation is to delete unnessesary edges and from this delete a new poly will be created , just like when we delete edges manually!!! What we need is a simple DOT-LOOP and DOT-RING selection mode....been asking for this for YEARS! It is very important to reduce Auto-Retop results, rapidly. Would be awesome to be able to use the new EXPAND and CONTRACT tool (for Selections) with one of those modes chosen...so it is only growing every other edge/ring. This would make a LOT of users very happy, once they try it. It could be named SKIP LOOP/ SKIP RING....to be the most descriptive. 2 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted June 10, 2016 Contributor Share Posted June 10, 2016 Oh DOT LOOP and DOT RING will do the work as well and i agree new EXPAND and CONTRACT tool to be used for selection as well. Good call , less work for Raul , faster tools to our hands , BETTER / FASTER Retopo results for all the users. High 5 Don. 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted June 10, 2016 Reputable Contributor Share Posted June 10, 2016 ....after YEARS of multiple requests....YEARS of languishing in the dust bin of the Mantis and Trello pages, we still don't have.... 1) SKIP Loop/Ring 2) Gradient Selection (absolute MUST for any type of poly-modeling in Retopo Room, not to mention when making large scale adjustments....especially if one is using a Preset Mesh in the Model's pallet, to conform to their model (ie., using a base face/head mesh for different characters) 3) Simple "BRIDGE SELECTED EDGES"....just bridge the edges that are the most perpendicular to each other 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted June 10, 2016 Reputable Contributor Share Posted June 10, 2016 http://3dcoat.com/mantis/view.php?id=1058 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted June 10, 2016 Reputable Contributor Share Posted June 10, 2016 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted June 10, 2016 Contributor Share Posted June 10, 2016 Agree with all 3 , TOTAL MUST for RETOPO / Low Poly modelling , sooner the better. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted June 10, 2016 Reputable Contributor Share Posted June 10, 2016 Bridge Selected Edges: http://3dcoat.com/mantis/view.php?id=1056 Bridge tool is shown half way through this video: Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted June 10, 2016 Reputable Contributor Share Posted June 10, 2016 Gradient Selection (just cannot model worth a damn without it): http://3dcoat.com/mantis/view.php?id=1060 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 13, 2016 Share Posted June 13, 2016 Improved stability of SimpleStrokes and QuadPaint snapping started working again on QuadStrips 2 Quote Link to comment Share on other sites More sharing options...
farsthary Posted June 14, 2016 Author Share Posted June 14, 2016 Thank you for the explanations and examples! really handy and will include them in my todo list , but I have one question, those are desired features to have in Retopo? because in the sculpt room I have implemented a very powerful bridge tool for example. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted June 14, 2016 Contributor Share Posted June 14, 2016 Those are modelling commands , if you keep all new poly modeling commands in retopo then yes they should be in retopo too. If you create a new room called poly modeling for example they should be in this new room. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted June 14, 2016 Contributor Share Posted June 14, 2016 (edited) Ohh and thank you so much for listening to us all. Its CRUSIAL and ESSENTIAL going to the correct path. Edited June 14, 2016 by Michaelgdrs Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted June 14, 2016 Reputable Contributor Share Posted June 14, 2016 3 hours ago, farsthary said: Thank you for the explanations and examples! really handy and will include them in my todo list , but I have one question, those are desired features to have in Retopo? because in the sculpt room I have implemented a very powerful bridge tool for example. They are Retopo tools....repeatedly asked for and long-awaiting ones. The bridge tool in the Sculpt room is obviously for bridging Surface mode objects. Bridging in the Retopo Room would be more for bridging different shells or groups of polygons together. For example, filling holes like the following Bridge Polys video: Bridge selected edges would bridge an open edge/edgeloop to it's closest counterpart (on a line perpendicular to the edge/edgeloop). This would often be needed when using Auto-Retopo on discrete sections of a model (like hiding the head while Auto-retoplogizing the body > inverting the hidden part and running Auto-Retopo on that). Right now, to close the gap between the two meshes, one has to take the tedious step of welding one vertex at a time with the MOVE tool, or one poly at a time with the Points and Faces or Quads tool. There are also times, when a WELD SELECTED VERTICES tool is sorely needed. In a case like I just mentioned, rather than bridging, it could be used to simply weld the verts that are nearly on top of one another....using a parameter in the Tool Options panel, or Tool bar for adjusting distance threshold, so it's not accidentally welding verts further up the mesh. Bridge Selected Edges: Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 21, 2016 Share Posted June 21, 2016 Working over an issue causing sometimes a gap in strips = Solved! 2 Quote Link to comment Share on other sites More sharing options...
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