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11
Feature Requests / Real-time Visual Debug Aid for Retopo
« Last post by miica on November 11, 2023, 02:26:30 am »
Hi,

I got some ideas for retopo tool after watching the Blender Conference 2023: A new approach to Retopology
(https://www.youtube.com/watch?v=7AR9-LxY6AQ). I don't use subdivision in my works because I model for games, but I like one part where he shows the heat map.



It will be really awesome if we can have some real-time visual debug aid to help us spots unwanted polygon results, and makes better decision during retopo.

For Ngons
For example, to clean up the ngons.



Currently, I would do this at the last step. I have a button that calls a composite tool that will select all ngons, I will assign it some material with distinct material and clean them up one by one.

It would be great if it can be something like a view overlay, so every time I fixed an ngon, the view will updates and shows just what's left.

For Convex/Concave Quads

Like ngons, I will also fix convex and concave quads at the last step, and there are tons of them:



The image above shows just the convex quads at an angle of 20. Together with the concave quads, there will be more. If I reduce the angle to 10, there will be even more.

The reason why I want to fix them is because if I left the game engine to decide how to triangulate them, it might be not what I want. For example:



This is why I think a real-time visual debug aid will helps immensely because I will just switch it on during retopo and solve the issue as soon as I see it.

For areas that need more poly density



Maybe it will be helpful, if we also can see the distance between the polygon and the surface below. Something like this?



I drew it very crudely, it will show red if there's a big difference under and show blue if the difference is above the polygon, for example. So we can see if that's where we need to add more polygon.

We might be able to also use the color information to reduce polygons, when we added too much polygons to some areas or a very flat area.

The colors can be something like this but should be on the same window, like an overlay while not obstructing the view too much as we work:



I know these might be very complex to do, so I understand it might be impossible, but I will keep hoping..
13
News and Updates / Nvil Update Oct 20 2023
« Last post by IStonia on October 20, 2023, 09:40:18 am »
New Update

http://www.digitalfossils.com/Download/NVil-Oct-20-23.rar
http://www.digitalfossils.com/Download/NVil-Oct-21-23.rar
http://www.digitalfossils.com/Download/NVil-Oct-28-23.rar
http://www.digitalfossils.com/Download/NVil-Nov-03-23.rar
http://www.digitalfossils.com/Download/NVil-Nov-10-23.rar


--Prerequisites : If the application failed to launch and SlimDX is not installed, download/install the CORRECT version of end user runtime(for slimDX), http://www.digitalfossils.com/Download/SlimDXInstallers.rar
--For installing to run in Linux : https://github.com/ajz3d/lutris-nvil-installation-scripts

Nvil Kick-Start
https://youtu.be/mVRehG-kOQQ

Draw Mesh Kick-Start
https://youtu.be/Yb2iyj5LQoY

Summary of changes:
 
* View > Display > KeyStroke Display Enabled. Display cursor highlight-circle, pressed keys and mouse buttons around cursor. It only works inside the active viewport. The colors and size can be customized in Edit > Preference > KeyStroke.
* AO and Curvature color backings are added to this tool, Geometry > Common Commands n Tools > Vertex Color. The backing results can be used for retopo reference objects to have clear and detailed looking. For more info, see Help > Contents > Modeling > Vertex Section > Mesh Vertex > Vertex Color.
* "Object Surface Deform" and "Lattice Spline-Surface Deform" are added to this tool, Geometry > Common Commands n Tools > Align. For more info, see Help > Contents > Modeling > Vertex Section > Mesh Vertex > Align Vertex.
* Mesh insert feature is added to this StreamLine Basic Tool, Help > Contents > Modeling > StreamLine Basic Tools > Object Tools > Paste Object.The pasted object can be conformed and inserted onto the existing mesh surface.
* A new StreamLine Basic Tool, Flatten To 3 Points. Click 3 snapping points to project selected subobjects to a plane formed by the 3 picked snapping points. Projection direction options will be provided in a popup dialog.
* Edit > Options > Object Surface Slide Enabled. Enable selected objects to slide on the surface of unselected objects on object translation operations. If snapping is enabled, the snapping item will be used for precision positioning. Related option: Use Object Orientation In Subobject Snapping.
* Some bug fixings.


Thanks!

14
Feature Requests / Re: Clipboard Pasting DAE files
« Last post by miica on October 08, 2023, 10:28:42 pm »
Hello,

I got similar problem, when I first launch Nvil, the clipboard folder is empty (C:\Users\miica\AppData\Roaming\DigitalFossils\NVil\Media\Clipboard), and I want to bring object from Maya to Nvil, I export the object to the folder (C:\Users\miica\AppData\Roaming\DigitalFossils\NVil\Media\Clipboard\ClipboardObj.obj), then I use File > Clipboard > Paste, and got this error:




Sorry.. as soon as I post this, I realized how Nvil clipboard copy paste work, it reads the path from clipboard instead of checking on the clipboard folder. I have always thought that it reads from the clipboard folder and I wrote all my Maya, Blender and Zbrush script based on that wrong assumption. That's pretty cool, to be able to paste any object not relying on the folder location but the path in clipboard. I will rewrite my scripts instead.
15
Feature Requests / Re: Clipboard Pasting DAE files
« Last post by IStonia on October 05, 2023, 07:44:53 am »
Did you write file path into Windows clipboard in your addon?

If you do these in Nvil

1. Select an object in scene.
2. File > Clipboard > Copy (dae).

Then open a text editor and right click > paste. You will see text in the clipboard look like this,
C:\Users\UserName\AppData\Roaming\DigitalFossils\NVil\Media\Clipboard\ClipboardDae.dae

This is the file path information needed for Nvil to use for paste action. The file can be any supported formats(obj/dae/fbs...). The filename and path can be anything you like.
16
NVILL Discussion / Re: What happened to Rocket3f and Samardac?
« Last post by IStonia on October 05, 2023, 07:34:24 am »
You should still be able to activate the program.
17
NVILL Discussion / What happened to Rocket3f and Samardac?
« Last post by blair1992 on October 04, 2023, 09:57:36 am »
Hello,

I've been trying to access Rocket3F and it appears that it has been scrubbed? Samardac related websites etc are also down? I paid for Pro? Is there an issue going on in the background?

Many Thanks for any information  which can be provided.
18
Feature Requests / Re: Clipboard Pasting DAE files
« Last post by arvin00 on September 23, 2023, 10:51:23 pm »
Hello!

Yes I understand that, I actually made my addon on blender to make a DAE file on the clipboard folder of nvil, my problem is that nvil default pasting is OBJ so I have to copy a DAE file on nvil before I could copy my file from blender. It would be great to get some paste options like how it is with copy.

Thanks!
19
Feature Requests / Re: Clipboard Pasting DAE files
« Last post by IStonia on September 16, 2023, 08:46:56 am »
When doing paste action, Nvil will check the file's type then create the object according to the type of file if it's one of the supporting formats, obj/fbx/dae/...
20
Feature Requests / Clipboard Pasting DAE files
« Last post by arvin00 on July 16, 2023, 05:30:13 pm »
Hello!

Is there a way to paste clipboard depending on its file type, when pasting clipboard there are only paste and paste replace, is it possible to add paste(dae) or paste(fbx).

Thanks!
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