Thanks Paul!

Kit bashing is the ultimate goal. Similar to this:

http://www.youtube.com/watch?v=Om2mATMsJjA

The reason why I´m still painstakingly creating polygon basemeshes that don´t 
rely
on wheighting as in subdivision surface edges is flexibility and cross-app 
portability.
You can´t use wheighted edges when there is a  possible *.obj/*.fbx transfer 
involved.

My asset elements are accurate and light enough at zero subdivisions for an 
uncluttered
viewport and hold up nicely when going between one, two, three subdivision 
levels, where
two subdivisions is the sweetspot but level 1 may just as well be enough.

From those adjustably dense meshes, even a conversion to NURBS or Voxels is 
possible if needed.

I´ve also looked into Solidworks plug-ins like T-Spline but not thouroughly yet:

http://www.tsplines.com/products/tsplines-for-rhino.html

So I decided to boil it down to all-quads, fully subdivideable (without using 
edge wheighting)
and all UVs of basemesh elements in the 0-1 range for best compatibility with 
most DCC tools.

The asset elements are accurate enough to allow convenient baking of surface 
information including
texture/material properties into a (possibly) custom created low-poly proxy or 
proxies w/LOD´s.

I´ll have to pull it through for this test but the next asset may just be an 
all voxel kit
with a highrez obj derrivate supplied for convenience alongside a more crude 
low-poly proxy.

Thanks again for the tips!

Cheers,

tim






On 12.07.2013 12:42, Paul Griswold wrote:
If you're doing mechanical parts, have you looked at MOI3D?
MOI is fantastic for mechanical shapes.  It's basically an artist-friendly 
CAD-like modeler.  The current beta even supports Windows 8 Pro's touch 
gestures.

I use it with 3DC and it works really well.  MOI can export OBJs and does a 
very good job.  The issue is, it doesn't create anything that can be subdivided 
using Catmull-Clark.  So
the solution is to export a high-poly object and then re-topologize it in 3DC.

If you don't need to have your object as a Sub-D, you can just export from MOI 
directly to Softimage.

The problem with 3DC for mechanical stuff is - it's really not accurate at all.  You can 
use it for "kit bashing", but if you need to represent an object with any 
amount of
accuracy, it can get frustrating.

-Paul



On Fri, Jul 12, 2013 at 3:22 AM, Tim Leydecker <[email protected] 
<mailto:[email protected]>> wrote:

    Thanks for the insights, folks.

    Personally, I´m terribly bored of the caveats of polygon modeling workflows
    in the creation of reasonably accurate surfaces that are supposed to both
    subdivide correctly and still be clean enough all-quads in their basemesh.

    It takes forever to create holes, bevels or intricate intersections and 
corners.

    Resorting to a Voxel based approach for the creation of complex 
intersecting shapes
    using "tooling-objects" or even "auto-watertightened" partial scans stuck 
into each other
    sounds like a holy grail.

    Of course, you end up having to represent those voxels as polygons again 
and if
    subdivideable basemeshes are desired, end up with the same holes you need 
to retopo
    but at least there is already a shape to try to match...

    I´m currently creating mechanical parts that only need to meet accuracies 
of 0,25-2,5 Millimeters
    and it still takes roughly 90% of my time to make them work when using 
catmull-clark subdivision
    on the basemesh. Every intersection is a pain. Every corner needs careful 
support. That can´t be right.

    It would at least be motivating to see the ideal (voxel) shape earlier, 
then try to capture
    that shape with a subdivideable polygon cage instead of trying to both 
create the shape and
    adhere to the needs of representing a surface using subdivideable polygon 
modeling.

    I´m really looking forward to getting to use 3Dcoat and see what those 
voxels can do.

    Even if only to clean up the 3d scan data of my girlfriend at first, she 
already
    has very specific shape requests... (in the 0,01-0,1 Millimeter range, I 
dare guess :)

    Cheers,

    tim





    On 11.07.2013 14:09, Paul Griswold wrote:

        I've been using it since it was 3D-Brush & it's always been great with 
Soft.  There is an addon that'll let you send objects directly from Softimage to 
3DC and back.

        The only negatives I can think of are - 3D Coat creates clusters for 
your surfaces, even if there's only 1 surface for the whole object.  So the 
object's surface is Scene
        Material
        & then there's a poly cluster with the actual surface applied to it.  
3DC doesn't handle objects using 3rd party materials like Arnold's Standard Shader. 
 So if you send an
        object
        from Soft to 3DC that has a Standard material & then bring it back, 
you'll get back an object that just has a Phong attached with the textures wired 
in.  An important thing
        to note
        there is - it keeps the material name unless you rename it in 3DC, so 
it will replace your original material.

        3DCs interface & workflow are a bit clunky IMHO.  It doesn't work very 
well on dual monitors either.  None of the windows can be dragged outside of the 
main 3DC window.
          The only
        solution would be to build something similar to Softimage's dual 
monitor layout, where you've just stretched the window across 2 monitors.  
Unfortunately the last time I
        tried that
        it screwed up the camera in 3DC because the camera was set up to always 
be centered in your window - stretching it across 2 monitors and placing the 
viewport on 1 monitor
        made 3DC
        think you were pointing your camera to the right (or left).  I wish 
Andrew would hire a really good UI designer to build an entirely new front-end 
for 3DC, but I'm sure the
        die-hards would have a fit if that ever happened.

        3DC has a great Photoshop connection (CTRL-P) that sends all your layers 
over to Photoshop & lets you use all it's tools for texture editing.

        Voxels and retopology are stunningly good & easy to use.

        Andrew is really responsive to bug reports & feature requests and he's 
always given me the impression he's there to serve his customers & make them happy.

        -Paul


        On Wed, Jul 10, 2013 at 11:51 PM, Raffaele Fragapane 
<[email protected] <mailto:[email protected]> 
<mailto:raffsxsilist@__googlemail.com
        <mailto:[email protected]>>> wrote:

             I can't speak for the interaction with Soft, but for retopo 
everywhere I look 3DC is getting hailed as really damn good.
             We used it on a project here to clean some of the biggest, most 
irregularly sampled, largest surface ever LIDARs.

             Talking LIDARs big enough that they would take minutes of 
surveying driving through natural reserves on a Jeep, with enough detail be 
able to tell what jacket the
        people who
             got picked up in it were wearing. The laser shadowing holes, since 
you can't exactly drive into protected areas, were frequent and big.

             If it can deal with that, it can deal with pretty much anything.


             On Fri, Jun 28, 2013 at 6:26 PM, Tim Leydecker <[email protected] 
<mailto:[email protected]> <mailto:[email protected] <mailto:[email protected]>>> 
wrote:

                 Hi guys,


                 anyone using 3dcoat with softimage here?

                 How well do the voxel modeling tools work, would you
                 consider it comfortable to use 3dcoat to clean up raw
                 scan data (with holes) into solid volumes?

                 Does 3dcoat play nicely with softimage in general?

                 Anything you´d find important to point out?


                 Cheers,


                 tim




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Ship it and let them flee like the dogs they are!



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