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Automatic Retopology in 3D-Coat

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Uploaded by on Jul 28, 2010

I just got to try out 3D-Coat's new automatic retopology tool for the first time and thought I'd make a little demo. The symmetry is not quite perfect but apparently there is a fixed version ready and just waiting to be uploaded. You can see it didn't finish the fingers, that's probbly because I chose too small of a poly count.

Edit: I am very disappointed in Google/YouTube who first offered me the option of revenue sharing on this video. I got permission from the 3D-Coat creator and showed this to Google, but they revoked the revenue sharing option anyway.

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Film & Animation

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Standard YouTube License

  • likes, 17 dislikes

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Uploader Comments (philnolan3d)

  • 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.

  • 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.

  • 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.

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All Comments (39)

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  • looks like something out of zbrush dynamesh/remesh. not impressed

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

  • @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! how many vertexes was it in the end? 10 000?

  • 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! :(

  • @RaiderA528M

    tsplines.com/store/tstutorials­.html

  • @QuadConversions

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

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