Recently added cut , auto welding, automatic level of detail… important enhancement to this stroking tool. Also adjusted the tension level to make it more intuitive.
Unlike spline based retopo strokes, this new class is oriented for more direct stroke control and manipulation: it supports splitting/reducing of divisions. Moving and smoothing etc. It is actively used in QuadPaint tool.
Control + RMB move closest stroke point
SHIFT + LMB splits the closest segment
SHIFT + RMB removes the closest point.
Today I found few bugs that hopefully will correct by this weekend, but is looking really good so far. This tool gives a lot of artist freedom and experimentation for fast sketch re-topology or hybrid workflows.
Polished a bit more RShell by adding the option to extrude only selected vertices/edges/faces.
The default behavior makes a shell of current whole retopo mesh, but if user wants to make a shell of a part only, it can use now the selectOnly feature. Notice that of the seletced element has a boundary it will automatically create the rim , so islands if are fully selected will have a proper rim after extrusion.
A known issue is the way retopo handles normals because, unlike other rooms, retopo enforce and override faces normals, flipping them and preventing to change them. Is something I will try to modify, but at later stages to avoid breaking legacy functionality.
In my first development attempt I successfully implemented an algorithm that extracted the minimum path loops first. It worked very well but soon realized that the condition had very common ill cases:
In the above figure, the minimum path for the outer loops overlaps the inner loop, causing messed geometry in latter stages of the pipeline:
Filled loops should not overlap , but that term is a bit tricky because we are talking of 3D meshes so some sort of projection or volume intersection test needs to be implemented, and we all know those arbitrary precision intersection mesh calculations are very heavy for close to real-time performance.
I eventually found a very elegant solution: Filled contour areas, non overlapping adjacent contours have minimum area compared to the overlapped ones, In terms of a Set theory, overlapping is equivalent to a Union and non overlapping to a Difference.
And that’s it! after implement that condition, arbitrary graph sets can be decomposed in minimum area loops or adjacent non overlapping sets.
Just wanted to early share a possible workflow of a work in progress tool named QuadPaint in the Retopo room. It will be a quite versatile and powerful semi automatic retopology allowing to quadrangulate arbitrary user defined (by stroking or painting) patches. Strokes can intersect defining sub-patches for further control and have different linear densities and in the future more means of quadrangulation control can be added like guide lines or control points of some sort.
My current efforts are focused on bring this tool to a production level state. There’s still many things to improve: from better quadrangulation, to auto snapping and smoothing (which I do manually for this video but once implemented you should see similar results) , adding few more things and to solve several instability bugs latter too.
This new tool shares the quadrangulation code base with QuadFill and CloseHolesRtool (man I should name it better 😉 ) so once I improve this the rest will be improved too.
Currently I’m working in several tools that share a common code base, and one of the core algorithm of such tools is the procedure to extract closed contour loops from a set of arbitrary oriented and intersecting hand drawn strokes.
This tools are work in progress and more on alpha stages but progressing very well. I show you the internal debug information from the algorithm output.
As stated by this request report by AbnRanger:
It can be incredibly hard to create some thickness or a shell, in 3D Coat without a tool that gives us that ability, in the Retopo Room. You can see from the video, we currently have to send a one-sided mesh out to another app that has the tool, or spend needless time trying to replicate that, in 3D Coat.
Seems soon will no longer be the case 😉
This is quick alpha test for low poly modeling tools in 3DCoat.
Still there’s a lot of room for improvement from shader to UI, also in selection since there’s currently no selection mechanism rather than freeze values. Is something must be reworked in the future.
finally I’ve added more interactivity to improve the workflow of CloseHolesRTool in Retopo room, soon will be added surface snapping 😉
Some time ago as requested by an artist, I have implemented a subdivision type useful for low polygon models or hard edges geometry. At that time I was in Cuba and by some reason I can’t remember seems that code wont get into the main trunk. Since I have left all my previous work “behind” I had to re-implement again. but like a painter, the second time you do your artwork it will be different, now I have more experience so the rewrote feature is way better than the lost functionality 🙂 Hope you like it.
At Pilgway we are very proud to announce the release of 4.5 version of the cutting edge Digital Sculpting and 3D content creation 3D-Coat.
This particular update has taken us a while to deliver, but we made sure to include a whole LOT of new, great features to make 3D-Coat a more versatile and powerful 3D painting and digital sculpting tool.
Check out our video presentation and a short list of new features implemented in 3D-Coat 4.5 below. Owners of 3D-Coat 4 and 4.1 can upgrade for free.
Important notice! From May 28, 2015 till June 15, 2015 we offer a special launch discount of $45 (US dollars) on Full Professional and the Floating licenses.
We want to thanks our active community and our restless team at 3D-Coat that will continue to deliver top of the line tools for artists and creators.
This is the last batch of recovered videos 🙂
A closing holes tool for the re-topology room, with similar flexibility and power as the LiveClay closing holes tools.
Here’s the second batch of recovered videos from Vimeo