retopo in 2.5


#31

This option is in Blender 2.5 alpha, but it crashes blender on my computer. In Blender 2.5 sculpt I don’t see this option.


#32

Try a newer build from graphicall.org


#33

Yes, works perfect with the snap project button. Thanks very much. I will delete that video in youtube because it is not true anymore now.

Using the increment method: is it possible to configure the amount?

Another question if you know: is it planned to bring back bevel as a tool as it was in 2.49b (w popup menu). I miss this in 2.5 to bevel edges.


#34

Newest build crashes too. I suppose it is problem with fglrx driver compatibility, or some library problem with 64 bits, as I get “Segmentation Fault” message.

Edit:
Anyway if it worked I assume it would have full retopo functionality, with automatic adjustment for vertices of extruded edgeloops, or am I wrong?


#35

Bad news Matt: When you said the snap_project button I did a quickt test (a plane to a sphere) and it worked so I was thinking it was solved.
But no way. I uploaded a new youtube video that shows that is not working with the same mesh I used with former video. Am I doing something wrong?

I was using the latest ubuntu 64 build: 25574

I tried again with a plane and a sphere and no problem. It is probably mesh related. I will try later to reduce the mesh, delete modifiers if any and so to understand when it don’t works.


#36

Well, tried more about this problem:

I deleted almost all the mesh and the problem continues.
In the modifier stack there was a Mirror first and a Subsurf second.
Just disabling the subsurf or applying it the retopo works great. But with the Subsurf applied
it doesn’t work. The problem is the SubSurf modifier that makes crazy the retopo tool.

So the “workaround” is make a copy of the mesh and apply the subsurf modifier on it and now retopo works.


#37


this is my pet peeve since sculpt and retopo were introduced.
If they don’t add occluding backfaces in 2.5, I’ll probably put my money somewhere else, :frowning:
if u watch my time lapse videos you’ll see how fast I am, current mesh drawing in wireframe multiplies my time to completion by 10x.

I need a mesh I can read if I can realistically continue using blender in my workflow.

Love you Blender; :wink:


#38
That is not the correct way of asking for something to improve in Blender. Also telling you are going to kill a cat if they don't correct that don't works. :rolleyes:

Don't expect 2.5 to bring new things (but it will have nonetheless). First 2.5 has to bring back all the features of 2.49.

Try this: Select the low mesh and F7 and in the Draw panel set to Wire. Now enter edit mode and Click the Occlude Background geometry. Done!

I myself has some things I would like to see and it seems very simple to implement. I would like be able to have two viewports with two different cameras so I move vertices in front and side view and see how they move in those two different cameras (each one matching the perspective of a photo) so modeling would be much more easier I think. That is possible in max for example (but max lacks some much more important thing like panning a camera view that is much more important).

#39

Bao, nothing I said here was bad. Time is money. And, occlude background geo is not what I mean. Try it, I’ve had this conversation a few times, explaining it to people.
Start working on a high poly sculpt, activate retopo and start modeling the new geometry for the low poly in wireframe mode. Now have your new mesh encapsulate the entire sculpt. If you select occlude backfaces or not, backfaces are still visiblen in wireframe mode as illustrated by my example.

I’m not trying to be mean with my comment. I use blender to make a portion of my living. And I have gotten to a point, speedwise where the wireframe view modes in blender are slowing down my workflow–something that I have expressed since blender came out with retopo.

So you can imagine my frustration after a few years of talking about it.

You should check out my technique in my head modeling tutorial, you’ll see where I am coming from. And it may also help you with your workflow.

http://forums.cgsociety.org/showthread.php?f=25&t=834687


#40

It could be a bug? Since the Durian team will be doing hi res sculpting, you’re input could be valuable there.


#41

Uhg, I ran into this issue just last night…it really is painful without the occude background geometry working.


#42

Yes I also desire they fix it. I didn’t tried in 2.5 but I suppose it is the same that in 2.49. A workaround would be H to hide the faces of behind you don’t want to see while working in the front ones. Or separate the low mesh in two objects: front one and back one and working in each one.
I was saying that talking about putting your money in other place is not the way to talk to the developpers of Blender. If you feel right that way I don’t agree with you in that.

It is only my hobby so I can understand your frustration on this point then. The only workaround for now seems what I said above, hide the faces or separate the mesh in different objects.

Certainly I will take a look on it. I also use sculpt but more on the mesh I am creating as a correct tool than creating a “zbrush like mesh” and then retopologize it. I will take a look on your videos.


#43

Hey SeanJM im with you man. I’ve been bitching about this to matt (ebb) ever since he introduced me to blender. It’s my only real legit complaint about blender. EVERY other 3d program has wireframe culling except blender. Want to know something even more frustrating. Go into sculpt mode, turn on partial redraw then go into wireframe mode. OMG wireframe backface culling, why can’t we have that in edit mode? So anoying.:surprised

EDIT: That applies for 2.49 havn’t play much with 2.5 yet.


#44

I am not absolutely sure why you need wireframe culling, but to my best knowledge no 3D package have real wireframe culling. They just have kind of shaded view with drawn wire but without diffuse nor specular shading, and it is slower than wireframe. One can always use special shadeless material in glsl textured view with additional wire rendering. I suppose so, maybe, although probably not…=)


#45

Wireframe culling is needed for retopo so you can work on the mesh IN FRONT OF YOU rather o try to diferentiate the mesh retopologized BEHIND THE HI-RES SCUPTED MODEL. Is pretty clear once you see the example provided by SeanJM. Of course die-hard modellers don’t have major problems with that, but still is an anoyance.


#46

Yes, I see the point now. If you use wire you have to see also bakfaces, and in shaded view you not always see frontfaces, so you have too turn off backfaceculling, but then again you see backfaces.
Maybe they should do something like showing lines of backfaces partially transparent or in different color more in the background color direction. If think it was possible in XSI. As for now alt-B may be some partial solution to problem although not very efficient if one is in a hurry.


#47

The backfaces shouldn’t be visible at all–not even a hint, it’s all distraction even it looks cool.

Anyways, I hope they add that option…


#48

About the VBO’s problem with selecting edges… Brecht Van Lommel fixed this in SVN. (For windows, the newest at the moment is rev. 25867).

Happy 2.5 testing.


#49

that being able to extrude on a mesh, and the other editing was the best way to use retopo anyway, draw was always putting the geometry where you didnt want it and that made it useless. I say put the old mode back in and skip retopo draw.


#50

In 2.49 and 2.5

You CAN see all the edges in shaded mode by turning on “all edges” Since this works much better then trying to retopo over just the wireframe, I don’t see what all the fuss is about.

In 2.49 and earlier the button is in “mesh tools more” which is only available in edit mode.