Added: 1 year ago
From: philnolan3d
Views: 38,597
Sort by time | Sort by thread (beta)

Link to this comment:

Share to:

All Comments (39)

Sign In or Sign Up now to post a comment!
  • looks like something out of zbrush dynamesh/remesh. not impressed

  • it doesnt retopologize the human fingers!I mean the autopo .What is the problem???

  • I reckon the polygon output was crap actually! all quads, the same size of triangles for flat surfaces and for curves virtually! not to hot! how many vertexes was it in the end? 10 000?

  • @Expectation247 Should be all quads dip shit. Triangles should be avoided even when exporting for game engines. Even when the game engine translates quads into triangles, they still follow edge flow from the original model. You can change the resolution of the autoretopology output. A 2000 poly model is easily possible. As far as curves, and other subdivision hard edges, you paint where the most detail is, and it does a decent job of it. Obviously it isn't perfect, but fixable quickly

  • I reckon the polygon output was crap actually! all quads, the same size of triangles for flat surfaces and for curves virtually! not to hot!

  • god dam i cant retopologize the Fingers it doesnt retopologize the human fingers! :(

  • Hey, I've got a problem. Whenever I press enter to actually create a mesh (method doesn't matter) It doesn't appear. The tool will act like it's there (points/faces tool will still snap to the vertexes) but it's invisible. Does anyone know why this would happen?

  • @xalener I'm not sure I understand. With the auto-retopo there isn't any point where you press Enter. The current version just has a Wizard where you click OK at each step. Out of shear curiosity, if you have Symmetry on try turning it off and see if anything happens. Sometimes with normal retopo if you make polys on the wrong side of symmetry you can't see them.

  • Hi, That's a great quad mesh, but I've tried to export it as an OBJ mesh and when you open it in a CAD program it's sudenly a triangle mesh.... can you keep this as a quad mesh?

  • Hey dude I'm really loving this autoretopology, I'm having serious problems though when I export it. It retopologises fine but when I go to export it, I try to export it as a low-poly mesh .obj file and when I import this file to 3dsMax it treats all the quads that 3dcoat made as Tri's and retains virtually none of the edge flow as if it wasn't even retopologised at all.If theres any knack to exporting just the retopology frame of polygons or this is just a common problem please let me know! :p

  • @RaiderA528M Where are you exporting from? Retopo should be exported from the Retopo menu, not the File menu.

  • @RaiderA528M I have the same problem, and I've tried exporting from the Retopo menu and even selecting quads and exporting only the selected... but still they become triangles.....

  • @QuadConversions

    Hey dude I hope this helps, Once your mesh has completed auto-retopology in 3D Coat, there should be a group window open, select the bottom item in the list, then go to Retopo->Export Selected-> etc. I did this and it worked but there was one instance where it still didn't come in as quads like for you. I'm not too familiar with CAD but in 3DS Max this happened because when a dialogue box appeared for my import of the .OBJ file to Max I just hit import straight away. (cont)...

  • @QuadConversions

    (cont) In rushing through it I didn't notice a "Tick-Box" that said Re-triangulate mesh that was ticked in my import settings, this brought the mesh in as triangles regardless of retopology. Make sure in your import options/import wizard in whatever software you're using doesn't have a "Re-Triangulate Mesh" option active. In fact it would be a good idea to untick all the Option boxes except for straight-up importing the mesh. I hope that helps. Lemme know how it goes.

  • @RaiderA528M  Dude, thanks.... problem solved :0)

  • @QuadConversions

    You're totally welcome man, :P Was the problem what I thought it was? :P

  • @RaiderA528M

    tsplines.com/store/tstutorials­.html

  • Hi philnolan3d! Many Thanks for you contribution!!

    I just downloaded the trial, and do not know how to run the auto re-topology routine.

    Could you tell me how it can be accessed??

    Thanks in advance!!

  • @illesrobi There's a wizard now. Look under File > Import > Import for AutoRetopology. Be sure you're using the latest update from the forums, version 3.3.12 at the time I'm writing this.

  • I would call it semi-automatic

  • @airsombra At this point everything can be done with one click if you choose to, however adding the extra strokes as I did only takes a few moments and aids the process.

  • wow... good enough for something automatic

  • as usual with 3DC, it rocks !

    Can't wait to play with this feature.

  • @lorembolo You don't have to wait, it's in the current update. Go look at the Updates thread in the forum for the download.

  • @philnolan3d

    Yep, I got it. I'm just waiting for the week end to get time to play with it.

    ;)

  • i try to do the same but its not working

    if u could explain the write the steps or recording with the interface menu , would be helpful

    thanks a lot for sharing

    i will wait for your answer

  • @3d70mohamedaly For now you must be using a voxel sculpture (or a model imported to voxels). In the Retopo room use the Strokes tool to draw the lines. Turn on Symmetry if you need it with the menu or the S key. Go back to the Voxels room. Right-click the voxel layer and pick Quadrangulate. When it's done turn off Symmetry if you used it.

  • @philnolan3d hi there , thanks a lot for your quick response .. . may i write the steps that i do then you can tell me if i miss something there ! 1- i import my mesh as a (reference mesh) 2-going to retopo mood 3- draw my stokes 4-turn on sym 5- go to voxels mood 6- right click on volume1 under voxtree 7- choose Quadrangulate object 8-there is an open menu open - i change the millions of poly to 180 - i change the normal smoothing to 5000 then press OK then NOTHING happen
  • @3d70mohamedaly Like I said, right now it must be done with voxels, importing as a reference mesh will not work.

  • @philnolan3d ...but maybe you can convert a mesh to voxels?

  • @erikalst Yes you can definitely convert your mesh to voxels. This is a big part of working with voxels. The only time this might be a problem is that your mesh must be closed to do this. There's a "make mesh closed" button, but it's not ideal for every situation. look at the Bay Raitt vids on Vimeo for a great example of this.

  • @philnolan3d cool :]

  • Comment removed

  • Oh my...

  • Wow, killer feature with the potential to be a massive time saver. Needs a fair amount of reworking but I am still very impressed.

  • @MagianCreative There is a new version coming in a couple of days with fixed symmetry and the ability to define denser areas with paint.

Loading...
Alert icon
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more