We might end up with a much improved Auto-Retopo or quad-mesh generator, to boot, as I thought it was on the "To Do" list.
Let's be patient and see what Raul has in store. I don't see the logic in hiring an outside developer to do his assigned task for him. The Retopo Room is already pretty close to being a full-fledged poly-modeler, and I think Andrew tasked Raul to work on the modeling tools.as he has already begun to. Perhaps it's something we can connect on this summer Raul as I will finally have some time come July. I would love to work with the team to implement my idea which I've alluded to before. Something that would gracefully degrade to regular polygonal modeling, but within 3d coat could be so much more. I think 3d coat has an opportunity to do something better than standard polymesh modeling. But Alias and Wavefront merged years ago to help make Maya an industry leader, so I figure anything is possible.Īnyways, this is probably not the place to discuss it, since it's Raul's thread.Īll that being said. Like you said, I'm not sure that it's possible since the codebase is c# rather than c++. It complements 3d Coat beautifully though.
#MODO 801 UI MOD FULL#
I don't know that the developer is even working on it full time. I think Nvil is still relatively obscure I think. But with the current resources, I doubt it's realistic. Sure, hire a few more developers and it might not be too trivial. I talked to Andrew about this multiple times, and he agreed.but nothing has ever been done about it. It's about as silly as going out your front door and then entering your kitchen through the back door.just to make a fat sammich!!! You shouldn't have to leave the building just to go into another room.but that's the way 3D Coat has been doing it.mostly, for years. No user should have to send an asset, that already exists in the app, OUTSIDE the app, and then have to IMPORT it back in. That's the ugly way of having to do that.
Not without having to EXPORT out of the app and then IMPORT it back in. There is a quick & handy way to get that mesh into the Retopo Room (Retopo Menu > Use Visible Paint Object as Retopo), but no way to easily get it back into the Paint Room. That's the long way around for what should be a simple process. You have to import the mesh into the Retopo Room > make your edits > Export outside of 3D Coat > go to the Paint Room > FILE Menu > IMPORT > REPLACE GEOMETRY. Need to add a mouth socket to your low poly model in the Paint room, or just clean up the mesh, where you've noticed a small tear/opening here or 's way too much trouble, currently, to do that in 3D Coat. We need to remove/reduce the gaps between the rooms as much as possible.so that it's easy to get assets from one room to the other. That way you could do all your low poly editing/modeling/retopo in one workspace. Thanks again!įor OpenSubdiv to be most effectively employed, in 3D Coat, it would be best to merge the Tweak Room with the Retopo Room, and call it the POLY EDIT room or something to that effect.
It would be nice to make OpenSubdiv models in 3D-Coat, and know they will subdivide and crease the exact same way in other industry standard software.Īnyways, so much good news coming from you recently! Great to hear about the Retopo Room and other improvements coming. The main advantage of OpenSubdiv is speed. Maya, 3DS Max, Modo, and many others have adopted it.
Yes, OpenSubdiv is the new industry standard method for subdivision surfaces now.