11/29/2023 0 Comments 3d coat auto retopo chainOne major reason was because NVidia tends to get stingy with the Memory bus sizes. I ended up going back to the Fermi architecture, which handled dense 3D meshes much better and had much better CUDA performance. In fact, it was much worse than the GTX 470 it was replacing. The reason was, it had terrible performance when wireframe was turned on in the Sculpt room. I bought a 4GB Gtx 670 a few years ago and after a month, I ended up selling it on eBay. ![]() It is basically a first generation Kepler (architecture) Nvidia card. Sorry that its kinda irritating but atleast i got you interestedĪctually, you could handle a pretty big scene in 3D Coat, depending on your hardware. i just need to find that friggin bridge between those to make it work all in 1. its better than MAX/maya polygon clicking and better than zbrush for edge control. Also, i like the paint options for texturing, over BPR max/keyshot textures by far. Why i go though all this mess? i really like 3dcoats sculpt freedom for both organic and hard surface i save a tone of time. It kind of works but i just dont get why it has to be so complicated work around. Here is a link to the model, its very simple now but still cant make it work:Ī workaround im trying to test now basically goes through importing all to the sculpt room, sculpt whatever else is needed and combine, i then export back to zbrush for retopo and import back to 3dcoat to paint room (but now i have the UVs made in zbrush). software either fails to retopo or crashes. Now i tried to simplify the model in zbrush, dynameshed it, the model is much less complex and mesh is closed but still 3dcoat cant retopo it. I think thats why i still need the UVs after all, i invest the time in sculpting and painting the model in 3dcoat but then basically if i need it exported to a bigger scene im stuck and have to redo it piece by piece all over again. it kind of made me do extra double or triple work. Yea thats what i was doing but then scenes get bigger and i had to export to MAX or keyshot. But, if you give 3D Coat a decent piece of geometry to work with, it can do an amazing job, whether it's sculpting, painting or Retopo work. You're still learning how things work, and it can be aggravating trying to get things done during an exploratory process. It may be frustrating to find a good workflow, but once you do, it should go a lot smoother for future projects. Giving it a mesh where you have some paper thin sections, is inviting problems. Auto-Retopo needs some degree of thickness, like Voxels do. Those were the two issues I had with it, when testing. If it were not for the number of self-intersecting parts of the mesh, and the really thin area where the helmet would rest on top of, Voxels (or Surface mode) could handle this job very well. They are problematic in no matter what application you use. It seems to do a good job with Cloth simulations, but maybe the THICKNESS and SELF-INTERSECTION settings need to be modified to help prevent these issues. With smaller-scale edits, like brush strokes and such, you will periodically want to step into the Retopo Room and either click SNAP for the entire mesh or do it in a localized fashion, using the BRUSH tool (or SELECT tool > make specific selection and then SNAP in SELECTED section of the Tool Panel)Īnother tip might be to make sure your exported meshes from MD are free of self-intersections. ![]() As you make large-scale edits to your Voxel/Surface sculpt, you can use the CONFORM RETOPO MESH option. You now have your low poly mesh in the Retop room and High Poly in Sculpt room. If you get a clean, low-poly quad mesh from MD with UV's you can follow this series of steps:Ģ) In Sculpt room, under GEOMETRY menu > Retopo Mesh to Sculpt Mesh (new in build 4.5.40) That's why I import into sculpt first and then trying to re topo What I wanted to do Is to tweak the geometry in sculpt room more to make it fit other objects and then paint. When I export these objects from marvellous I can get them with UVs and can paint on them in paint room with no issue.
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