![3d coat steam 3d coat steam](https://3dcoat.com/forum/uploads/monthly_04_2009/post-488-1241030255.jpg)
Here is the first iteration of it, in order to keep it real time for sculpting, some compromises must be made, we don’t need a full and perfect reconstruction tool, because artist can tweak and adjust the result with other tools like smoothing and they ultimately should have the final word on how the hole should be filled, not the algorithm, but further improvements will be made down the road.
3D COAT STEAM OFFLINE
Since I knew I will face a huge offline time back in my country, Andrew suggest me that would be good to develop a robust closing holes tool. Underlying steps are optimal or quasi optimal for initial contour constraints considering edge vertex are unmovable.Ĭlosing a mesh has never been a trivial task, many research has been spent and as a result several approaches exists, with advantages and disadvantages, the price we have to pay for an unlimited complex world is that nothing is perfect but that is amazing in its own way too!īack to subject, 2D cases are the simplest, yet a search for that will show a myriad of algorithms to perform a closing holes or to triangulate a polygon but things get even worse in 3D case. Eventually merging and smoothing/beautifying the output mesh.
![3d coat steam 3d coat steam](https://steamcdn-a.akamaihd.net/steam/apps/549410/ss_52cb30713153b054e2e7cc9e91f2d27b25a01fad.1920x1080.jpg)
Now I have solved the general contour partition, avoiding uneven splitting, interpolating and recursive filling of each convex area. In previous iterations of this tool I have not addressed the complex contour case, like T-shapes, X-shapes, C, L and the like, non convex forms, causing it to fail at those: The good thing is that is quite robust and flexible, given any vertex contours it will be quad dominant and produce at most, 1 triangle and the rest will be quads. Of course, that remaining triangle can be easily avoided if in a preprocess step the contour is made of even number of vertices, without loosing generality. So will be more suited for retopo, autopo, and the like. But it will be used in places other than filling holes for which we ave an extensive set of algorithms. (using an NVIDIA GT 560M )įinally iron out the remaining issues and is done! QuadFill is a tool aimed for quadrangulating an arbitrary 3D contours, for testing purposes I used holes boundaries which I can easily create and shape in arbitrary forms so i can quickly test and debug the tool.
![3d coat steam 3d coat steam](http://media.steampowered.com/apps/tf2/workshop/hatmaking/image_a.jpg)
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PS: Could you suggest me a good (fast, high quality) screen capture program? I’ve tried CamStudio but cannot get +30fps recording at 1080p ? preferably one that is HW accelerated. I suspect this core quadrangulator algorithm will span many interesting new tools.But wait, I’m saving the real breakthrough for later ? I’m investigating several variants and further optimizations. The core is done, remaining now is the usability and the workflow of the tool, adding a realtime preview among other details.
![3d coat steam 3d coat steam](https://i.pinimg.com/originals/12/c5/e9/12c5e993324906bac9eba0dfd250c8ec.jpg)
I’ve also added the possibility to save and load the strokes along with the model. Giving artists the freedom to experiment in an intuitive way by just drawing patches, arbitrary patches that will be optimally filled with quads.Īrtist is not limited to certain number of edges , flatness or any other constraint. What initially started as a prototype tool is evolving into a quite powerful new way to retopologize models in 3DCoat. Sign me up! Search site Search for: Archivesįinally I’ve made quite a breakthrough in semiautomatic retopology. Enter your email address to follow this blog and receive notifications of new posts by email.