The result of retopology is an outer shell grid drawn over the original sculpture to capture the overall shape as best as it can without going too overboard on denisity. The best we can do with retopology is to create a beautiful mesh of edge loops out with four-point polygons (quads), since a well formed mesh (good topology) gives better results when it comes to applying and using morphs, getting good results with an animation rig/weight maps, etc., and therefore, if we don't need those things, our retopology might not need to be nearly as painstaking, though many pro-level artists do so anyway - because it truly is the right thing to do. So retopology is a science of forming a grid around this ultra high resolution shape. It is this sort of ultra high resolution surface that we use to create Normal maps, but the only way that a Normal map can truly work is to have something to apply it to, since this ultra high resolution sculpture doesn't need it. The end result is commonly and incredibly high resolution sculpt with which ultra fine details may be defined in actual 3d. So nothing is hollow unless the sculptor hollows it out. I am exhausted and don't have enough time to support my figures.ĭeveloped for granting the ability to carve as well as to build onto an existing 3d shape at a given level of density or resolution. Would be happy, if you become a vendor and make some clothing for my figures from time to time. A screenshot demostration of exporting an avatar from the free plugin called daz studio to MD, make clothes, and then back to Daz Studio for rigging, can be found at My most recent adventure was a simple test of making (crappy) pants for Leon in Marvelous Designer. Trying to learn too many software packages at once. Another problem is that the inital smoothing by 3D Coat is merging detailed extremities such as fingers and toes. RE: exporting my simple models to 3D Coat for more detail - One obstacle I had was failing to voxelize before retopology. The result can be converted to "blended weight" and used with Leon in Carrara.Īm getting serious about my modelling, Silo for box modelling & 3D Coat for Clay sculpting and hard surface sketching. Therefore, I wanted the export and import scales to match Daz Studio so the cloth obj would fit the figure in Daz Studio. RE: the free plugin Daz Studio - I plan to use Daz Studio's transfer utility to help rig the pants to conform to Vyusur's Leon figure. These maps can be exported for use in Carrara, Poser, Studio, etc. I think Philemo posted one in a thread here in the Carrara forum.ĮDIT: Sculpt programs can create normal and displacement maps that calculate the distance between the lower-polygon quad mesh and the higher density voxel mesh. There are some free retopology programs available. Changing the surface is called retopology. Voxels are no good in Carrara! Sculpt programs have a function to convert the very high density voxel surface to a lower density quad mesh, and to allow for changes in the mesh density. We want higher density of the quads in some areas, such as bends or morph regions, than in long stable areas, such as the middle of the shin bone. we prefer models made up of quad polygons, not triangular voxels. In 3D Coat, the voxels are consistent in size. The term voxel is used in 3D Coat to describe the units of "clay" in the sculpting function. RE: Voxel / retopology - You can model using sculpt in 3D Coat, similar to ZBrush. What is that?Īnd why do you use this little plugin to jump in MD, Carrara works fine with MD (and the Fenric's plugin)?
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