You also have zero control over mesh flow which is a critical point in dealing with scan data. This can create nightmare situations and a lot of lost time and effort. I have been working with scan data for over 20 years and have yet to build a model my clients haven't been happy with.Īnyways if you need any help with different methods ask and If I can help I when you slice a mesh and end up with a curve you have zero control over the control points on the curve. So the idea is to create a base mesh with topology that matches the critical areas on the model, then you can snap things to the critical areas and probably get well within the tolerance you need. I can tell from looking at your scan model that it is not very accurate, probably close enough but not 100%. One thing you have to remember when using scan data, your final model will only be as accurate as your scan. Does it work? Yes but it can be a very difficult way to work with scan data. You can use this method but it's very time consuming and in my opinion not the best approach. Having some measurement of the bow I did want to be sure they are respected in the final solid, suppose the best way is to slice, adapt the segments to measures, blend them together." Now PBR looks really better and is well compatible with other engines.But what about slicing using different Sketch plane. It result with more contrast and pretty lighting. Now all samples are summarized with gamma correction that leads to much better visual result. – Rendering quality in render room improved. – Re-organized retopo commands a bit – separated commands applicable to current tool and to whole mesh. Also you may bring paint mesh to sculpt room directly using Geometry->Paint mesh->Sculpt mesh. It simplifies workflow when you need to change something in geometry on very late stage. It will keep painted textures and update normalmap and layers related to Sculpt volumes. – There is possibility to bake Sculpt objects onto current paint mesh. – Material navigation in UV mapping mode tweaked (Speed of transformation). – Cut and Connect for low-poly modeling in retopo room. It is very useful for real thing production – like shoes or acrylic details. – Contours for cutting may be saved in UV and Retopo rooms, look in Commands->Save contour. – Move via brush tool in retopo room will not snap vertex to cursor position even if there is only one vertex in brush. – Edge loops with SHIFT + click in retopo/select/edges mode. – Selection retopo transform gizmo got “Auto in local space” checkbox. – ENTER in retopo transform/extrude tools will commit extrusion. – Clear selection command in Retopo/Select path. – ESC in retopo/transform will not clear selection. – Shift in Add/Split and Quads tools will cap the hole. – “Conform retopo” improved – Undo works correctly and retopo mesh visible during transformations. – Free extrude command in select/edges retopo toolset. – Extrude faces, extrude vertices, Intrude, Shell implemented for retopo/select/faces mode. – Retopo shaders are PBR-compatible, retopo model lit in correspondence with panorama. – Geometry -> Retopo mesh->Sculpt mesh option. – When select a volume via H key VoxTree will be scrolled to show selected volume. – Tools in space panel adjusted in a bit more logical order. – LMB/RMB/MMB outside of Sculpt RMB menu will close the menu instead of sculpting action. – “Ignore back faces” works for Move tool in surface mode. – Smoother/angulator/subdivide got 3d lasso in e-panel. – Nice bevel in primitives with “sector” option. – 3D-Printing Export function included in PRO version. – New Primitives Added: screws, spirals, etc with rich Options set. – New low-poly modeling Retopo Tools: Cut and Connect, Extrude faces, extrude vertices, Intrude, Shell. It is applied to stencils, materials, brushes, text, curved pictures. – Anti-aliased painting introduced everywhere: Vertex Painting, PPP, MV, Ptex. It helps to adopt 3D-Coat’s texture export for any render or game engine. It allows to pack many channels into one texture in custom way. – Multiple maps Baking, including AO, SSS. – Painting over mesh is “as is” without modulation on background shader color.īut painting over layer 0 is disabled for Voxels/Surface. – GGX exact support means compatibility with most of current game and render engines. – PicMat-s are also present but it is not guaranteed that they will be baked correctly, so use them only on intermediate stage. – All PBR shaders effects (except pseudo SSS effect) are exactly baked into paint room. Very good support of cavity and bulge is present in realtime. Each shader has rich set of parameters, including different textures, SSS, Gloss, Metalness, Cavity and Bulge settings. – Almost all Voxel Shaders are PBR compatible now.
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