Yes Ted, so it seems - to stop the movement of hotpoint - disable autoposition - that's what I did with the sphere - but if you've got a different hotpoint setting to the center of the object it might not preserve it when exported, I don't know - an experiment for another day!
You are correct again.
Disabling autoposition places object back in same posiiton, but does not prevent the hot point from being moved. I had to hit caps lock and adjust hot point by hand.
Thanks, here is an update. Unfortunately, I unintentionally converted the smoothed mesh to quadruple the number of polygons. However, I did rearrange the UV islands to create 4 different maps. The face and ears are on one map, the arms/legs/feet/hands are on another, a third has the torso/head, and the fourth has the eyes and mouth/teeth/tongue. Get greater potential detail this way. I've placed the same number in front of shader domains that share the sameUVMap like was done for V4.
That’s something program’s logically should be able to do but not many can do so,
reverse subdivision of quads
I can understand how decimation destroys UV mapping and topology but if something is subdivided it basically has 4 squares for every one each level of subdivision so polyreducing it should be the same as subdividing it yet not too many programs do this, AFAIK Blender is the only thing that might be able to, I mean UUW3D can polyreduce as can DAZ decimator keeping UV but it ends up a triangulated mess.
only way might be painful ring or loop selection and dissolve
You can use 3D-Coat's retop(ology) room to create a new mesh too!
Yeah he didn’t want a new mesh though just his lost one back, the frustration is real and depending on if you closed Carrara or not, exported rather than saved or edit removed unused objects etc
You can use 3D-Coat's retop(ology) room to create a new mesh too!
Yup - experimenting with retopology is next. Then sculpting. Then baking displacement and normal maps from hi poly meshes on low poly meshes. I guess I'm doing it backwards.
Eventually, look forward to using some of Philemo's phong and HD plugins to spruce up my low poly models.
I think 3D-Coat is a wonderful program and will hold fantastic capabilities for Carrara. It doesn't seem to preserve bones so this will have to be done elsewhere. I think you can copy weightmapping and bones from one mesh to another in Nukeygara's Akeytsu - so maybe that's something else to have a go at ;)
Watching with interest as well. Finish watching the tutes this weekend, then next week join in the fun with 3D-Coat !!!
Excellent caustics. I really like that underwater effect. May have to try myself.
Here is how I made a hexagon hive lattice, which is a free zip file on the first page of the June 2016 Challenge (Structure/Unstructure).
I started in the vertex modeler by constructing an oval and choosing 6 sides. I then duplicated, translated, and welded to get 2 joined hexagons on one side. Repeated for 4, 8, 16, etc. When satisfied with size, I extruded once holding shift and once holding control to get the recessed hexagons. Made sure that the box for linking extrude was unchecked. I created separate shader domains for the front edges and back faces (easy selections from side view). I then selected texture zero to create the interior walls shader domain. For UVMapping, I started with the interior walls selected. I detached polygons and used the planar preset, Z axis, split by orientation. I then selected the back faces and the front edges. I detached polygons and applied a planar preset, no split, Y axis. I then scaled and placed the UVs.
RE: welding. For the first duplication, I welded the two points individually. After that, I translated the new duplicate to overlap one jagged row of edges, and clicked "use custom tolerance" in the weld dialogue to weld the row of verteces all at once.
RE: replication. Looks great. I had thought the jagged edges would have presented more of a challenge to get the cell size correct in replication.
Excellent caustics. I really like that underwater effect. May have to try myself.
Here is how I made a hexagon hive lattice, which is a free zip file on the first page of the June 2016 Challenge (Structure/Unstructure).
I started in the vertex modeler by constructing an oval and choosing 6 sides. I then duplicated, translated, and welded to get 2 joined hexagons on one side. Repeated for 4, 8, 16, etc. When satisfied with size, I extruded once holding shift and once holding control to get the recessed hexagons. Made sure that the box for linking extrude was unchecked. I created separate shader domains for the front edges and back faces (easy selections from side view). I then selected texture zero to create the interior walls shader domain. For UVMapping, I started with the interior walls selected. I detached polygons and used the planar preset, Z axis, split by orientation. I then selected the back faces and the front edges. I detached polygons and applied a planar preset, no split, Y axis. I then scaled and placed the UVs.
Thanks Diomede for the freebie and the modeling tips. You rock! I mucked around with the model and posted in the results over in the current challenge.
Thanks, here is an update. Unfortunately, I unintentionally converted the smoothed mesh to quadruple the number of polygons. However, I did rearrange the UV islands to create 4 different maps. The face and ears are on one map, the arms/legs/feet/hands are on another, a third has the torso/head, and the fourth has the eyes and mouth/teeth/tongue. Get greater potential detail this way. I've placed the same number in front of shader domains that share the sameUVMap like was done for V4.
Oh no! This may be a dumb question, but do you make incremental saves, like Figure_001, Figure_002 etc.? Once I get to a certain point I make those types of saves, especially if I'm going to do something that might drastically alter the model. I've had many "Argh!!" moments before, and sure to have many more.
Anyways, thanks for detailed explanations as usual. I have looked at 3D coat over the past years, usually around the holiday season when it goes on sale - not the full blown pro version. But I still haven't made the purchase. Maybe this year...
Comments
You are correct again.
Disabling autoposition places object back in same posiiton, but does not prevent the hot point from being moved. I had to hit caps lock and adjust hot point by hand.
Aaaargh.
Somewhere along the export/import trail I forgot to turn off smoothing. The newly imported model has many more polygons now.
Carrara still works in inches internally, regardless of what you set the UI units to.
wow thats a 'wow'. nice work
Thanks, here is an update. Unfortunately, I unintentionally converted the smoothed mesh to quadruple the number of polygons. However, I did rearrange the UV islands to create 4 different maps. The face and ears are on one map, the arms/legs/feet/hands are on another, a third has the torso/head, and the fourth has the eyes and mouth/teeth/tongue. Get greater potential detail this way. I've placed the same number in front of shader domains that share the sameUVMap like was done for V4.
That’s something program’s logically should be able to do but not many can do so,
reverse subdivision of quads
I can understand how decimation destroys UV mapping and topology but if something is subdivided it basically has 4 squares for every one each level of subdivision so polyreducing it should be the same as subdividing it yet not too many programs do this, AFAIK Blender is the only thing that might be able to, I mean UUW3D can polyreduce as can DAZ decimator keeping UV but it ends up a triangulated mess.
only way might be painful ring or loop selection and dissolve
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Yes but Ted accidentally exported his mesh from Carrara with skinning and subdivision and overwrote or lost his original.
I can apparently fix this in Zbrush but for those without there is this
https://docs.blender.org/manual/en/dev/modeling/modifiers/generate/decimate.html
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Yeah he didn’t want a new mesh though just his lost one back, the frustration is real and depending on if you closed Carrara or not, exported rather than saved or edit removed unused objects etc
Yup - experimenting with retopology is next. Then sculpting. Then baking displacement and normal maps from hi poly meshes on low poly meshes. I guess I'm doing it backwards.
Eventually, look forward to using some of Philemo's phong and HD plugins to spruce up my low poly models.
.
Watching with interest as well. Finish watching the tutes this weekend, then next week join in the fun with 3D-Coat !!!
.
.
Excellent caustics. I really like that underwater effect. May have to try myself.
Here is how I made a hexagon hive lattice, which is a free zip file on the first page of the June 2016 Challenge (Structure/Unstructure).
I started in the vertex modeler by constructing an oval and choosing 6 sides. I then duplicated, translated, and welded to get 2 joined hexagons on one side. Repeated for 4, 8, 16, etc. When satisfied with size, I extruded once holding shift and once holding control to get the recessed hexagons. Made sure that the box for linking extrude was unchecked. I created separate shader domains for the front edges and back faces (easy selections from side view). I then selected texture zero to create the interior walls shader domain. For UVMapping, I started with the interior walls selected. I detached polygons and used the planar preset, Z axis, split by orientation. I then selected the back faces and the front edges. I detached polygons and applied a planar preset, no split, Y axis. I then scaled and placed the UVs.
Freebie found in challenge thread - https://www.daz3d.com/forums/discussion/comment/4626586/#Comment_4626586
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thought I'd try as well...
used a replicator
Looking great, Selina and Dave.
RE: welding. For the first duplication, I welded the two points individually. After that, I translated the new duplicate to overlap one jagged row of edges, and clicked "use custom tolerance" in the weld dialogue to weld the row of verteces all at once.
RE: replication. Looks great. I had thought the jagged edges would have presented more of a challenge to get the cell size correct in replication.
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almost looks like bubble wrap
What I love is how you are exposing the near-infinite capabilities of Carrara in such beautiful and elegant ways.
I hope that you enter the current Challenge. The theme this month is made for you!
And thanks to Diomede for starting this thread. It is one eye-opener after another.
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I love that! Not only is it a beautiful use of Waves to create the caustic pattern - it's adorable!!
So very clever! I love how there are many ways to accomplish things in Carrara.
Thanks Diomede for the freebie and the modeling tips. You rock! I mucked around with the model and posted in the results over in the current challenge.
Oh no! This may be a dumb question, but do you make incremental saves, like Figure_001, Figure_002 etc.? Once I get to a certain point I make those types of saves, especially if I'm going to do something that might drastically alter the model. I've had many "Argh!!" moments before, and sure to have many more.
Anyways, thanks for detailed explanations as usual. I have looked at 3D coat over the past years, usually around the holiday season when it goes on sale - not the full blown pro version. But I still haven't made the purchase. Maybe this year...