11/25/2023 0 Comments 3dcoat move from retopo to sculpt![]() It looks smooth and the multires tool is off. Image 3: Model imported from retopo room to sculpt room. Image 2: This is the base mesh imported in retopo room, all its good here! Image 1: When I started to move the nose with move brush! The topology in that part was broken! EDIT: It was my error, conform mesh works, but it merge vertex in some areas. When I watched the new 3dcoat video about multi-res and conform retopo, I thought that it can be good for the necessaries! But it doesn't work I expected! Conform retopo is amazing to create blendShapes!! I tried with layers and it works very cool! Obviously there are more pipeline process, but this is one of them. When the model is finished! The rigging team update the rig with the new model mesh. I have the same issue! I'm going to explain why I need to work in this way! Firts I work in animation and vfx industry, the modeling department have already base meshes from other projects, sometimes we need to create the model from scratch! But most of the time we use existing models to start to work! These models have good topology for rigging and good UDIMs for texture department! Modeling department import the model to zbrush with uvs and correct topology, and start to create deformation for a new character, when the character shape is ready, it's time to create pores, likeness in the character! We need to create a 32 bits displacement map or a vector displacement map. its like the software stores high poly and low and just tries to interpolate between them with random topology. its not a proper multires when you actually look at it. Yea but multires currently just creates random triangles. It won't help with the fact that conform retopo mesh just doesn't work well when you're doing anything more than a few very minor edits, unless they're also gonna be preserving UVs as well The main use of multires sculpting is to be able to use your game-ready basemeshes to make variations on that asset without breaking your UVs, and to be able to create blendshapes for your character and creatures, and to be able to bring in that low poly game-res mesh to work on because it gives you the flexibility to make large proportional changes at the base resolution while also sculpting in details to bake later at higher resolutions, the fact that you can't do any of that effectively is why the new multires offers no benefit over the old decimation levels system ![]() Hopefully this is finally enough proof of why this feature is incomplete and needs to be finished with proper topoology preservation, it's a good start, the performance is great, rebuilding lower seems to work fine (hopefully it won't break the second you try it on quads), but as it is this multires meethod offers absolutely no benefits over the old decimation multires we had before, and has every single one of the same problems. The fact that it's a triangulated mesh also means your high poly is covered in these pinches when you subdivide that no amount or sculpting can clean up, which is unacceptable for baking cause you're gonna have them showing up in the normal map. The current multires + conform retopo mesh workflow doesn't work as stated before in the multires feature request, the fact that conform is basically just a shrinkwrap projecting one mesh on top of another causes all these distortions, overlaps, and merged verts while you're in the process of sculpting normally, something that wouldn't be an issue with a proper multires that preserves the original topology without triangulation and without having to rely on reprojection after every single operation (something that is also gonna start causing a lot of lag the second you want to work on details and need more than a few million polygons) ![]()
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