5.1 Create & Commands/fr

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5.1 Création et Commandes

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This section of tools allow you to create a newly retopologized mesh. Each tool in the retopology section will be covered here, as well as most of the commands for each tool. You may notice that some tools have cross-over with similar commands from one tool to another. Please be aware of this while using the retopology tools.

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Add/split. This tool allows you to simply add add edges by pointing and clicking in the location you would like to add the edge.

Select. This tool has three primary modes, allowing you to select Points, Edges and Polygons. Each of these modes has further functions.

They are as detailed for Points (these are also the general commands for most of the other tools):

Import. This allows you to import a mesh for retopologization.
Export. This allows you to export your retopologized mesh in .obj, .lwo, .stl and .ply formats.
Snap. This snaps the retopologized mesh to the underlying mesh, if you have modified the underlying mesh in anyway.
Subdivide. This tool is self explanatory. It subdivides the mesh. For example, each polygon is divided by 4.
Clear. This will clear the retopologized mesh in the scene.
Relax. This relaxes the current retopologized mesh.

Symmetry. This will apply symmetry for the current retopologized mesh, allowing you work on one side of the mesh.

The settings for the “select” tool for Edges are as follows:
Spin. Spins the selected edge counter-clockwise.
Spin back. Spins the selected edge clockwise.
Extrude. This will extrude a selection of edges. It can only be used on edges on the exterior of the retopologized mesh.
Split. With this tool you can run an edge loop along a selection of edges.
Delete. Point and click to delete edges.
Edge loop. Quickly add an edge loop, by hovering over edges to get a preview. Use the LMB and clicking to add the edge.
Edge ring. This is the same as edge loop, however it runs perpendicular to the direction of the edge loop function.

And lastly of the “select” tool for Polygons:
Delete. This deletes selected polygons. You can also achieve this by hovering over a polygon and hitting the DELETE key.
Subdivide. This is the same as for polygon mode, or any other subdivide option in 3D-Coat.
Hide. This is a new tool in v3.1. It makes it much easier to retopologize in very tight areas. If you are running into a problem, simply select the polygons in question, and hit the hide button.
Invert hidden. This is a new tool in v3.1. This will invert the polygons you may have previously hidden.
Unhide. This is a new tool in v3.1. This will unhide all polygons previously hidden.

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Quads. The basic usage of this tool allows you to select an edge of a polygon, and then

drag out and click the placement of the edges for a new polygon. There are four different methods of usage for this tool. Each are similar and only vary slightly. You are encouraged to try each one. They are: 2-clicks method, Parallel, Direct and Trapezoid.

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Points & Faces. This method is quite handy when starting out on your retopologization. You place points down with the LMB, and once there are qualifying areas to place polygons, you only need to use the RMB to place the polygons. You will see a blue outline of where the polygon will be placed. You can move the points by using the RMB to click and drag it around. You can also delete a point by hovering over it and hitting the DELETE key. This tool will only work with tris and quads.
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Cap. With this you can cap any existing hole in your polygonal mesh by pressing the RMB over it. It will create triangles only. It is best used for the end of a pointy object, such as the tip of a sword or spear, pointy ears or tails.

Strokes. This is a very powerful tool in the retopology arsenal. With it you can quickly retopologize cylindrical objects such as arms, legs and other similar items.

You can draw lines by clicking and dragging the LMB. There are a few commands local to this tool:

Clear. This will clear all draw lines.
Smooth. Smooths all current drawn lines.
Delete. This will delete your currently selected line.

Here is a more in depth look at it. Firstly we’ll start by making some strokes in the viewport to cover the whole of this leg. When this is done, a spline will loop around. We’ll create a few loops as to have some area to create polygons in.
Next we’ll create a perpendicular line within the confines of the area of the mesh, opposed to the previous lines. You’ll notice that line is a green color instead of orange.
Green lines mean that it is discontinuous. Orange lines mean that is is continuous and makes a full loop around to connect back to itself. Now let us take a look on the top toolbar, we’ll need to select a number of segments.
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And press ENTER. You will get ring of polygons with corresponding number of segments.
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Now we’ll try something a little different from this... We’ll instead of drawing lines around a mesh, let us draw something of a grid look within the mesh, instead of slices as before. Now press the ENTER key and you will have the area you urrounded with the strokes created as polygons.
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Now let’s demonstrate one more method here. We’re going to draw a circle within the confines of the mesh, to create edge loops, or circles. Then we’ll draw a perpendicular stroke to the circles that we previously created and then hit the ENTER key. You’ll notice that it automatically created our entire loop based on the “Number of segments” setting in the top tool bar, similar as before with the first demonstration we gave for cylindrical objects.
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These are just some of the methods with this tool that you’ll soon discover. You are encouraged, as with all other tools in 3D-Coat, to dive in and find out what tools and techniques work for you.
Brush. This tool allows you to move vertices based on your brush size and intensity, using the LMB. You can also smooth the vertices with your brush using SHIFT+LMB.

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