Hard Surface auto retopology in 3d-coat?

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Old 08 August 2013   #1
Hard Surface auto retopology in 3d-coat

Hi!
Andrew Shpagin (the creator of 3d-coat) just posted a few pics of the new autoretopology algorithm he is working on, which really caught my attention, specially the hard surface one!!

http://t.co/f1PeHT45Zh new autoretopology, no guides and no density map
http://t.co/0XiTWcT3eJ new autoretopology, no guides, with density map
http://t.co/4YsbTrXhsM hard surface autoretopology!

Edges seem to be placed exactly on the hard edges of the sculpt. Imagine the possibilities! This plus opensubdiv could lead to non displacement hard surface sculpts used in production, you could only set up creasing, no need to model it again either... And without opensuvdiv, it seems a good starting point for manual modeling, removing and adding edgeloops, if you don't want to use displacement. Or auto retopologies meshes with normal mapping would work great, since the silhouette would be perfect. On the other hand, organic retoplogy was algo very improved it seems, no stars, no spirals, these examples weren't even done with guides... I wonder how it will do against zremesher. Anyway, just wanted to share and hear your thoughts.

David.

Last edited by intentionalpixel : 08 August 2013 at 09:26 PM. Reason: more information needed on links
 
Old 08 August 2013   #2
That is awesome. I can't wait to see if it works as advertised. Any word when we will be able to beta test this?
 
Old 08 August 2013   #3
Originally Posted by SheepFactory: That is awesome. I can't wait to see if it works as advertised. Any word when we will be able to beta test this?

Yup

Here's his post https://twitter.com/AndrewShpagin/s...407081716158464
 
Old 08 August 2013   #4
Originally Posted by SheepFactory: That is awesome. I can't wait to see if it works as advertised. Any word when we will be able to beta test this?


Not sure, however andrew usually uploads beta builds quite frequently, in about a per week basis I'd say. I'd also like to test it a lot .
 
Old 08 August 2013   #5
Yeah Andrew usually posts updates weekly but lately he hasn't. It's been a month and that's good because he's really doing a lot of things to fix autopo.

Like getting rid of all ngons and getting rid of spiral loops and getting clean edge loops instead.


He's been hiding away, not even posting to twitter for some time while he works his alchemy.


I'm really looking forward to this. There's a lot of really good things coming at 3d coat this year.

Kudos to OP for starting this thread. I love 3d coat.
 
Old 08 August 2013   #6
Thumbs up

Agreed, this looks incredible...can't wait to test it out on various models!
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Old 08 August 2013   #7
Is there a thread for this at the 3d Coat forums? I have been looking but couldn't find one.
 
Old 08 August 2013   #8
Originally Posted by SheepFactory: Is there a thread for this at the 3d Coat forums? I have been looking but couldn't find one.


http://3d-coat.com/forum/index.php?...ic=4372&page=28
 
Old 08 August 2013   #9
Originally Posted by SheepFactory: Is there a thread for this at the 3d Coat forums? I have been looking but couldn't find one.


There isn't a specific one yet I believe, maybe when the first builds arise there'll be a thread for testing.
 
Old 08 August 2013   #10
Personally i would love to see him getting Open SubDiv into 3dc. But this is welcomed.
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Old 08 August 2013   #11
Originally Posted by Phrenzy84: Personally i would love to see him getting Open SubDiv into 3dc. But this is welcomed.


I would love Andrew to put a full OpenSubd tool set in 3d coat. And he could do it too, like when he suddenly decided to put in PTEX and beat everyone to the draw.
 
Old 08 August 2013   #12
The hard surface example looks great! I would like to see the hard edges given edges next to them so that they only ever get two edges per vertex (no poles) and so they would subdivide nicely. In other words, add geometry as if beveling but keep to the original shape.

Also, looking at the first example of the man, one of the things I would change is I would want a jaw line. It struck me that if you had some joints in the model with weighting, then the algorithm could use that to decide where edge loops go. The thing that is currently missing from these algorithms is an understanding of how things might animate. Another approach would be to make some blend shapes of the model in a few different poses, then the algorithm could see where edges are needed at various extreems of pose rather than only looking at one shape.

Last edited by John Keates : 08 August 2013 at 10:34 AM.
 
Old 08 August 2013   #13
The final mesh for hard surface is quite awesome considering it is automatically generated.
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Old 08 August 2013   #14
Some new updates from Andrew: Automatic density map and ultra low poly retopo. See his twitter.

https://twitter.com/AndrewShpagin

It's getting even better D:
 
Old 09 September 2013   #15
I'm loving it. 7A beta isn't perfect but it's definitely getting there.





Last edited by AncienRegime : 09 September 2013 at 12:20 PM.
 
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