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View Full Version : Does Lightwave have a retopo plugin like this ?



blackmondy
05-08-2013, 12:01 PM
http://www.youtube.com/watch?gl=SG&hl=en-GB&v=E-5XvqX8TQs

geo_n
05-08-2013, 12:25 PM
Nope. 3dcoat is your most versatile and cheap tool for retopo and texture painting.

Greenlaw
05-08-2013, 12:29 PM
Yes...it's called 3D Coat (http://3d-coat.com/). :p

Sorry, just kidding, but 3D Coat does work well with .lwo objects and there is a GoZ like system available, so it's kinda like doing retopo directly in LightWave.

But if you're looking for tools that actually work in Modeler, TrueArt (http://www2.trueart.pl/?URIType=Directory&URI=Products/Plug-Ins) has LightWave plug-ins that can do this sort of thing in their Modeling Pack (http://www2.trueart.pl/?URIType=Directory&URI=Products/Plug-Ins/TrueArt%20Modeling%20Pack). I haven't used the TrueArt retopo tool specifically yet but check it out at the TrueArt website (http://www2.trueart.pl/?URIType=Directory&URI=Products/Plug-Ins) or YouTube channel.

Now that I'm thinking about it, I can actually use it right now. I'll write again after I've played with it a bit.

G.

Update: Actually, there are no videos on the YouTube channel for the Retopo tool but there is a lot more info about it on the TrueArt website.

OnlineRender
05-08-2013, 01:15 PM
even cheaper would be Blender

Dodgy
05-08-2013, 07:36 PM
The LinePen tool in 11.5 will allow you to create polys snapped to the background object.

jasonwestmas
05-08-2013, 07:45 PM
A plugin like that huh. . . .Well first of all you'd have to be able to import millions of polys and then edit polygons on top of millions of polys in modeler. Good luck with that.

Try, 3DC, Modo or Topogun

Lewis
05-09-2013, 01:32 AM
Short answer is NO but as Dodgy suggested you can try with Linepen tool which does snap to BG but it's much slower than in this video (since you need to click 3-4 times fro each Quad) but main problem could be polycount of BG layer which can slowdown speed considerably :(.

insignet
05-09-2013, 02:37 AM
You can try my video which shows a possible way to retopo in LW 11.5 http://www.youtube.com/watch?v=z1sFe7m5UTI

chikega
05-09-2013, 09:32 AM
Blender is fairly decent and it's free. Topogun would be have the best cost to benefit ratio for a commercial retopology product ($99USD).

http://www.youtube.com/watch?v=ASUtWXIyFT0

I really like 3d Coat and it offers so much more than just good retopology tools.

OnlineRender
05-09-2013, 09:39 AM
no mention of ZBrush ?

jasonwestmas
05-09-2013, 09:57 AM
no mention of ZBrush ?

Some people are ok with using zbrush Zspheres and the topo curve brush to retopo. I tend to get along better with more traditional polygon snapping tools like found in modo and 3dc. I find modo to be generally a faster workflow based on my modeling style.

As a side note: Zbrush dynamesh and Qremesher is extremely flexible for blocking out shapes however I rather start with a more complex shape that I modeled in a traditional poly program and use that as my so called primitive and convert it to a dynamesh. That doesn't mean I won't change the initial poly shape a lot with dynamesh, often times I do change the overall shape a lot if I happen to come up with a nicer interlocking between mesh pieces. Starting from a cube or sphere in zbrush is just not always practical for some subject matter.

erikals
05-09-2013, 09:58 AM
ZBrush is nice, but twice the price of 3DCoat... $700 vs $350

(+personally i like 3DC better...)

Greenlaw
05-09-2013, 10:55 AM
ZBrush has QMesher, which looks pretty cool but apparently in Alpha at the moment. I haven't tried it yet--I mainly use ZB for hair/fur guides for FiberFX, and am not using it for complex meshes yet.

I've been using 3DC ever since the first beta release. It's very easy to learn and use, and I like it because it has always been LightWave aware and friendly. 3DC's retopo tools are top-notch, as are the UV mapping tools. (Although, I still rely on Headus UVLayout for most of my UV mapping.) 3DC is also fairly inexpensive for what you get in the package.

G.

tyrot
05-09-2013, 10:59 AM
erikals - why do you like 3DC better than Zbrush ? asking for learning... cuz i ll go for one of them for our new projects and i just cannot select one... I value your thoughts on that...

Greenlaw
05-09-2013, 11:03 AM
BTW, I played around with the TrueArt retopo tool last night. It's pretty neat to see this in Modeler. It's not as fully featured as what you can do with 3DC but if you need something like this immediately in Modeler, it's great to have. Using it is very easy--just draw your guides on top of your BG mesh and the plug-in will create new polygons that conform the the BG mesh as you enclose the shapes. When you draw dividing guides across the shapes, the plug-in will dynamically split the polygons.

I'm not sure how fast this is with really complex meshes but it is very interactive with the 'B2' cats. (Which, admittedly, are not very complex.)

G.

wyattharris
05-09-2013, 01:24 PM
ZBrush Qremesher is a dream. Having used the old system and now switched to QRemesher and the new retopo tools, it is much much better. I've used 3DCoat and it's tools are probably better but retopo is a small part of why I use ZBrush. That and I actually have it. I'd use 3DC if I had that one too. :D

erikals
05-09-2013, 01:56 PM
erikals - why do you like 3DC better than Zbrush ? asking for learning... cuz i ll go for one of them for our new projects and i just cannot select one... I value your thoughts on that...

several reasons http://erikalstad.com/backup/misc.php_files/smile.gif

- half price of ZBrush
- don't like the ZB workflow and UI (i'm not the only one, spent weeks on it, still didn't like it) (and MB is too $)
- 3DCoat works great with LightWave (ZB does too these days)
- great UV tools
- great retopology tools
- auto-retopology
- Voxels / LiveClay
- nice shading, blending modes
- supports vector displacement
- very good texturing
- ptex
- many other features

for voxels a faster machine the better, but with cpu / gpu power increasing, i don't see it as a big problem.
(there is a 30 day trial)

but, i've only tested it, and bought it because of these features. i need to use it a bit more. just got it http://erikalstad.com/backup/misc.php_files/wink.gif
some sell it used btw...


so it's more like... > i used ZBrush for a long time and didn't like the UI and workflow, and 3DCoat is great /fast.

Dodgy
05-09-2013, 06:40 PM
Backing up what Erikals said, I've owned ZB and 3dc and this is what I think.
3dc has each layer having Colour, Spec/Ref and Displacement/Bump channels, so toggling damage layers, or rivet layers etc is easy. ZB has only one colour layer, and multiple bump layers, so you can't do colour painting as controllably.
3dc is more like Photoshop but in 3d, with different layer mixing. Zbrush's interface takes a lot of getting used to.
In 3dc voxels are awesome for free-form concept generation, and you can colour/specular them now, getting you closer to a final model.
In 3dc UV and topology tools are great.
3dc exports meshes with nodes and textures set up for you.
You can re-uv in LW and update the UVs in 3dc from that mesh if you want.
You can save 3dc'slayers and reimport them onto a different mesh if the UVs are a close match in how they're laid out. These last two steps mean I can fiddle with my mesh over and over and not have to redo any work in 3dc.

Saying that, Zb is the king for fine detail, but you can get close enough with 3dc as makes no odds.

probiner
05-09-2013, 07:47 PM
To OP. No LW doesn't have a snapping system like that. Tools, yes! System, no. Meaning you can't throw the common modeling tools at it and expect it to stick.

Go with Blender if you just need quick free Retopo solution. Shrinkwrap + Snapping to faces (http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Retopo) with Bsurfaces (http://vimeo.com/26339130) thrown in the mix while being able to use any tool blender provides is very neat. You'll have to learn Blender and how to setup a scene for that, so follow a tutorial.

Cheers



- Voxels / LiveClay

These are not something better than Zbrush. I wouldn't use 3D-Coat for dedication sculpting. Voxels/Liveclay are at the same level of alien or more than Zbrush workflow.
To me 3D-Coat tremendous painting tool and retopo. Stop.

Cheers

erikals
05-10-2013, 12:15 AM
Probiner, i know on that last point several disagree with you.

the best thing i guess is to get the 30 day full-functioning trial, see if it works for you.
you can test a lot in 30 days...

erikals
05-10-2013, 12:25 AM
nice 3DCoat work btw >
http://3d-coat.com/forum/index.php?showtopic=7984


http://youtu.be/tUsGStXaasE

sami
05-10-2013, 05:12 AM
I'll add my +1000 for 3DCoat, it's very fast, the nicest Retopo I've seen, totally intuitive and powerful UV mapping (I NEVER UV map in LW anymore since I got 3DC), amazing painting & texturing which is very photoshop-like, texture baking which works really well to bake high res stuff to low res retopos, and I havent even mentioned the sculpting which certainly gives Zbrush a run for it's money. I highly recommend 3DCoat. Plus it is incredibly Lightwave friendly.

Spinland
05-10-2013, 05:45 AM
I bought 3DC for the UV mapping tools alone, they're that good. Everything else is just a bonus.

chikega
05-10-2013, 07:27 AM
There are some cases where it's not only easier to use Voxel-based sculpting but is really the only sane approach to modeling certain things. Try doing this in ZB, that is to subtract from a surface and have the negative space conjoin with another negative space forming caverns. This was a test in 3dCoat creating cancellous or spongy bone. This was rendered using Sigma 2 node material.

114230

erikals
05-10-2013, 08:51 AM
Looks good.

Greenlaw
05-10-2013, 09:24 AM
As mentioned, I use both but mostly 3DC because I've been using it much longer and am more familiar with it. I have to say, ZBrush seems to handle insanely dense meshes much more easily than ANY 3D program I've ever worked with...and it's still a x32 application! I find this incredible and it makes me want to explore it more deeply.

What always kept me away from ZBrush in the past was the crazy interface. For years, it seemed like I had to spend a few days to re-learn it, only to give up in frustration when the data exchange workflow turned out to be too much trouble to get the work into LightWave.

LightWave GoZ has changed all this, and last year I spent a lot of time learning ZBrush once again because I really wanted to use FiberMesh--which ironically doesn't use GoZ but it's still brilliant, completely unmatched in any other hair/fiber guides creation application, and almost fully compatible with LightWave FiberFX. (The main issue being the transfer of weight maps and UV's to the FiberMesh guides, which can be a little tricky.) Note: For details on how to do this, see my 'B2' production log (http://forums.newtek.com/showthread.php?133274-The-Brudders-2-Production-Log-%28Well-sort-of-%29) thread. When we're done working on 'B2', I'll share some workflow videos--maybe create a full course if enough people are interested buying something like that.

Surprisingly, to me anyway, using the ZBrush GUI finally stuck in my head and makes sense. What a world of difference it makes when you can actually apply the program to your projects without a lot of hassles. :)

Will ZBrush replace 3D Coat for me? Probably not. Will I use it more frequently now? Most certainly!

BTW, there's a very interesting workflow tutorial on Digital Tutors in which the artist effortlessly switches back and forth between ZBrush and 3DC to use features unique to each program. If you have a subscription, it's worth seeing.

Character Modeling Workflows in ZBrush and 3D-Coat (http://www.digitaltutors.com/tutorial/615-Character-Modeling-Workflows-in-ZBrush-and-3D-Coat)

G.

jasonwestmas
05-10-2013, 03:08 PM
I have to say, ZBrush seems to handle insanely dense meshes much more easily than ANY 3D program I've ever worked with...and it's still a x32 application! I find this incredible and it makes me want to explore it more deeply.



The HD geometry mode does enable billions of polys but it's not fun to use; it's a slow process because we are forced to work in sections with it, and makes things tough when you want to use noise maker.

I think the Zbrush brushes in themselves provide a faster means to achieve greater control over detail in less time with fewer polygons. I myself would prefer to just work without the HD mode and do all this with a 64 bit application that uses far more than just 4GB of ram. Looking forward to Zbrush 5, been waiting 4 years for this. ;)

tyrot
05-12-2013, 06:13 AM
thanks guys i ll spend more time on 3DC ... i

jwiede
05-15-2013, 01:19 AM
ZBrush Qremesher is a dream. Having used the old system and now switched to QRemesher and the new retopo tools, it is much much better. I've used 3DCoat and it's tools are probably better but retopo is a small part of why I use ZBrush. That and I actually have it. I'd use 3DC if I had that one too. :D
Yeah, Pixologic hit a pretty decent home run with Qremesher, IMO. The ability to "force" the poly flow with the Qremesher curve brush gives very precise flow control -- despite being an automated retopo Qremesher gives nearly as much control as manual retopo (presuming you're willing to be precise with the "Q brush") in much less time.

I've got both 3DCoat & ZBrush, and as of ZB4r4 and now ZB4r5 I have to say that ZBrush is on par with, even perhaps in some ways ahead of 3DCoat w.r.t. retopo efficiency. I still prefer 3DC for manual-type retopo workflow, it's just that with Qremesher I'm finding fewer and fewer cases where ZB automated retopo isn't viable.