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Can 3DCoat do this when Retopoing?


popwfx
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Hey probably a dumb question, but I don't know where to start to do this easily - it seems there should be an easy way to not have to do a lot of tedious repetitive steps. 

 

Say I've got a medium/high resolution LW object which contains a number of facial and other morph maps and I want to retopo it - either manually or automatically.  Let's say I manually retopo the neutral or base pose to my poly flow liking - is there any way to have the new retopo object pull across the morph maps to my new object relative to the poly flow I've created while manually retopoing my object?

 

For example let's say I have Head which has Neutral, Happy, Angry, Sad etc in the imported object.  Then I retopo Neutral.  I want my retopo'ed object to automatically still have Happy, Angry, & Sad as part of it - but now using my new retopo'ed poly flow.  I don't want to retopo all of them individually and worry about merging and point order.  I want an automatic solution given that I only do the retopo to one of the X morphs in the imported object.  Is this possible? 

 

thx :)

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Unfortunately there is no way to do that. But That would be a really amazing feature to have. :) I've already forwarded it to Andrew. Mantis/Trello time?

Thanks Javis, maybe I'll put up a Mantis feature request post when I can do some diagrams to help explain. It seems like this would be totally doable, since the morphs would be merely interpolations relative to the new retopo and the high res model. Maybe this is too edge case? But it seems really useful - like an "intelligent retopo" - i'm a bit surprised it doesn't already exist - maybe it could also be considered "baking" a high res morph map to a low res retopo?

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what about morph maps ?

 

 

 That works not constantly for me . I think, to create morphs in  3D coat  is not the best solution. I gave up

Sometimes it is OK , Sometimes fit the Geometrie not more , or I get a messy mesh.

This is a gamble with 3D coat  

Therefore I had subscribe Mudbox now . It is a really a joy to work with this  for  morph creating. But for sculpting, retopo  and texturing I love 3D coat still

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 That works not constantly for me . I think, to create morphs in  3D coat  is not the best solution. I gave up

Sometimes it is OK , Sometimes fit the Geometrie not more , or I get a messy mesh.

This is a gamble with 3D coat  

Therefore I had subscribe Mudbox now . It is a really a joy to work with this  for  morph creating. But for sculpting, retopo  and texturing I love 3D coat still

What you would want to do in 3D Coat is have your neutral head mesh in the Retopo room and the same in the Voxel Room. For each viseme or phoneme (Blendshape/Morph target) you create a duplicate of the Neutral both in the Voxel Room and Retopo Room > check "Conform Retopo Mesh" > using the MOVE or POSE tool to make large scale edits, you sculpt your Blendshapes. Just keep repeating this process for each one. 

 

In the Retopo room, all you have to do to create a duplicate of the Neutral pose is click on the little Grid icon at the bottom of the Retopo Goup Layer panel (this selects all faces on that layer) > click the CLONE button in the Tool panel > ENTER key > rename the layer with the Phoneme or Viseme you want to create.

 

You probably want to hide the Retopo layers your aren't working on, and also Cache the Voxel layers you're not actively working on...to save memory while you're working. Once done, you know can export from the Retopo menu and all those Retopo meshes will import into your app in one OBJ file.

 

Once you are done

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Thank you, but I have not a problem how I make morphs . The problem is it works not constantly after exporting in my another programm . Like I say it works sometime and sometime not .
I have in mudbox also not such a awkward workflow how you describe for 3DCoat.

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To be honest, Morph targets/Blendshapes can EASILY be done in most host apps. Max, Maya, C4D, Blender and Modo all have decent sculpting tools for this sort of task (on low poly models). BTW, the workflow I described might sound complicated, but it's not. You just simply create a duplicate voxel object (head) and a duplicate Retopo mesh. You export them all in one go, and they all should have the same vertex order. 

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To be honest, Morph targets/Blendshapes can EASILY be done in most host apps. Max, Maya, C4D, Blender and Modo all have decent sculpting tools for this sort of task (on low poly models)

 

I know, but I do not like to use  these programs .
 
 therefore, It would  be nice  my  favorite Tool 3D Coat would work so smooth in this case like mudbox. 
 
Also  I think I'm not more a noob in this area :D , but thank you again .:) 
 
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I know, but I do not like to use  these programs .
 
 therefore, It would  be nice  my  favorite Tool 3D Coat would work so smooth in this case like mudbox. 
 
Also  I think I'm not more a noob in this area :D , but thank you again . :)
 

 

I don't think one has to be a "noob" to overlook/undervalue good tools in our main 3D Apps. Their sculpting tools are a good example. They can handle that task very, very well. The same goes for their Retopo tools. Maya has Nex, now, and Max has some pretty stout Retopo tools in the Graphite modeling toolset (former plugin, Polyboost). Despite these very capable tools, we still turn to specialty apps, oftentimes. That's where I was coming from.

 

But I very much agree, Mudbox is nice in this regard. I'm starting to use it again, myself, after having some major, unresolved issues with the baking in 3D Coat. The closest workflow I can think of, in 3D Coat...aside from the one I previously mentioned...is to create as many copies/clones of the (neutral) head mesh in the Retopo room, as you think you'll need > name them while you are there > Merge to MicroVertex > hide all the objects you are not actively working on > sculpt/tweak each one in the Tweak Room. You can scrub the slider to increase or decrease the adjustments you made...very much like scrubbing the level of your sculpt layer in Mudbox

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