![]() I merged the capsules with the rest, re-drew the cross strokes, and now i get a mesh that actually looks like the thing. ![]() When i drew the strokes, they drew themselves across both the front and the back of the capsule inserts, which caused loops in the slices (looked like the eye of a needle in the middle of the stroke.) Oh, WAIT A MINUTE! okay, i have found the problem. i noticed that the spline cuts were already following the sub-layer surfaces. I also merged the two voxel layers of the grip into one. I raised the number of segments setting, but that only gave me more subdivisions/polygons in the chunks. I changed the spline density setting from 100 to 1000 to 5000 to whatever the maximum is, because i just put int 99999999999999 and hit enter. You probably want to have it dense enough to have a point (along the stroke) in between each loop.so that it can take a sample between them. From the look of it in the image, it is WAY too low. I had this happen some time ago, and Andrew said to increase the "Spline Points Density" (tool bar at the top of the UI) some more.It can vary based on the size of the object. instead, there were fewer chunks and more empty space.Īny guidance as to what i am doing wrong would be appreciated! and. I tried drawing only one vertical line (as in the video), but that didn't have the desired effect. I tried raising the number of segments from 12 to 32, and the spline points density from 100 to 295. Added October 28th, 2018: A brief review of two Blender add-ons for auto-retopology. The test model was created using Blender’s Dyntopo sculpting. i don't know if the retopo is looking at those, or ignoring those, or becoming completely confused by those. 1 Hi, I wanted to let you know about an article I wrote about auto-retopology, featuring a simple test of 3D-Coat’s Autopo and ZBrush’s ZRemesher. ![]() the convex capsules in the indent are on a different voxel layer. the main voxel layer has the indent subtracted from it. I do not understand why i am getting this result.įor the detail bit on the side. i don't get a nice retopo mesh, i get some chunks hanging out in space. We continue to refine these routines to greatly reduce the number of man-hours needed to create 3D assets from start to finish all within 3DCoat. So then i'm following the spider (legs) tutorial ( We first brought you the most accurate and efficient automatic routines for adding usable Topology to Sculptural models both organic and hard surfaced. and, of course, i have a problem.įirst, i tried autopo. I think it would be especially helpful on AutoRetopo generated meshes, as well as an option when directly exporting a voxel object as "Dense Quads." A reverse subdivision routine could make that an exceptionally handy feature.I'm so happy, i've just completed my first model in 3d coat! now i need to retopologize it. Something I've asked Andrew about before. I think areas that are relatively planar or with very little curvature/contrasting angles should get very few edgeloops. Just the inherent uniform distribution made it so. It's good for some things, but it was never a good option for character models. This is the kind of refinement I was hoping Andrew would look into after V4 was officially released. Previously, the thought was that it's just too difficult of a puzzle to solve. I actually think it's good that Pixologic did this. Sketch it out > hit ENTER, and it's done.Īdd the ability to auto retopologise but place an edgeloop exactly along a stroke guide It is something of an intermediate Auto-Retopo tool, itself, and you get absolute control of your topology. Using Auto-Retopo can make a lot of tedious, boring objects a snap to do.Ĥ) Use the Strokes tool when in doubt about using Auto-Retopo. ![]() These objects may not be all that complicated, but combined, they can eat up a lot of modeling time, nonetheless. More often than not, you'll be glad you did. It tries to keep a relatively even distribution of polygons, which isn't ideal for a hard surface models or animated characters.ģ) On secondary objects or primitive shaped objects.like belts, belt-buckles, bracelets, buttons, hoses armor plates, etc. ![]() Unless you get good at cleaning up a lot of extra loops and n-gons. building the initial spline cage and patching the result to produce the base shape. That is:ġ) Do not attempt on clothing (for one thing most dynamics engines want one sided geometry)Ģ) Do not attempt to use for a character that will have to be rigged, skinned and animated. Instructing students on the use of 3D-Coat in sculpting, retopology. I use a general rule of thumb as to whether I even attempt to use Auto-retopo. I find that adding a second loop close to another helps in this regard.but there is certainly room for improvement. A similar request has been made to force and edgeloop where strokes are laid down. Now that ZBrush and Mudbox have copied 3D Coat's Auto-Retopology tools, I'll ask Andrew if he can make some improvements/modifications that allow better results, like this. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |