Author Topic: Ghoul  (Read 1175 times)

hieveryone

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Ghoul
« on: January 18, 2012, 07:07:12 PM »
A week ago I started wondering what was happening with MM and I found out that a new version was out, so I thought: why not making a model to test it? So I decided to participate on a contest (no prize involved) to feel more motivated and I opted for a ghoul as a subject.
I tried many of the new tools (still not all of them) and thanks to the new r2 I didn't have to use blender anymore as a workaround for the problems with the obj export issue (it was driving me crazy :o).
I still have to try the sculpt brushes extensively (I did the blocking of the body with sculptris and I still have to switch back and forth because meshmixer don't have the hide and the mask selection for sculpting so for now it can't be helped), but I will do it to add all the details like the skin pores and the scars (and I will know if there are still problems with my wacom tablet). So far the last release appears to be quite stable, a couple of times it crashed but I forgot to use the bat file so I don't have a log, sorry. :-X
As for the new tools:

I love the inspector tool, it helped me a lot;

good work with the manipulators, now the basic transform operations are way easier to do than before;

the remesh tool is neat and very helpful (it crashed only once , but I was working on xp32 so it have been probably due to memory error); oddly the lower remesh value gives always a quite high polycount result (except once when it was crunching the polygons a lot more going up on the remesh slider, but maybe it was a bug because I haven't been able to replicate that anymore even on the same mesh), anyway I think it would be a good idea to set as default the remesh value to '0' and check the adaptive box, it's safe to assume that whoever uses this tool wants to maintain the same original form and reducing the remesh from 50 to 0 sometimes is a real pain;

the booleans are quite stable, it would be good to have the possibility to expand the 'combine' to more than one element at once (the 'edit' button appears only with two objects selected, from the third onward it disappears; now, it's a good idea for the operators that have to recalculate the meshes but combining more than one object at once could be very helpful if you want to group various elements together, doing it for the spheres on the pants has been quite tedious); Also I'm not sure why is it that the primary objects (the 'A' objects I mean) must have a thickness of at least 0.071 (I'm using the extrusion offset value to make it clear) or the operation doesn't work;

A strange thing that happened is that I once made an extraction, then I appended a sphere and the extracted faces became part of the focus of the second object;  ???

Another strange thing that's occurring is that if I extract an area of selected faces with 'smooth boundaries' and I use 'normal' instead of 'constant', the more I offset the more the borders lose the smoothed circular form of the original selection;

It would be really nice to have a hide and a smooth selection mask for sculpting in a future release, but you have already done an outstanding work with this new release. Thanks RMS. ;)

RMS

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Re: Ghoul
« Reply #1 on: January 18, 2012, 09:51:08 PM »
Thanks for all the feedback. Seems like I have some work to do on the multi-object handling... =)

RMS

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Re: Ghoul
« Reply #2 on: January 24, 2012, 12:25:07 PM »
About the 0.071 thing you mentioned....are you talking about the booleans there? IE they don't work if the thing is very thin?

hieveryone

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Re: Ghoul
« Reply #3 on: January 25, 2012, 07:53:07 AM »
Yeah.
The strange thing is that i tried it many times that day always having the same result (the red error selection), but trying it again today after reading your question I'm now able to go way down on the offset value still being able to do the booleans (if I go too low on values it still doesn't work, though). :o

I'm not sure if it was a bug that day or if I'm experiencing it now because suddenly the focus selection disappeared (the darker color for the unfocused objects, it's just a visual issue) and when the operation doesn't work the objects don't become red as they did. Now that's strange. ???
I'm gonna make some other try and I will make you know how it goes.

I wanted to ask if you could use a darker gray for the background in the next build, something like the one in the splash screen (it should be #323232 or something like that), and if after all there's no chance to see any anti-aliasing in the future.
« Last Edit: January 25, 2012, 07:57:27 AM by hieveryone »

RMS

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Re: Ghoul
« Reply #4 on: January 25, 2012, 09:27:13 AM »
The booleans do have some geometric tolerances, but they are not absolute-values, they depend on the triangles involved in the intersection. Unfortunately it will be kind of random.

One fix that often works for me is to take the Refine mode of VolBrush and brush around the intersection, to increase/regularize triangle density on both models.

You can change the background color yourself - hold down spacebar and click on the solid-colored square to the right of the camera control icons.

hieveryone

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Re: Ghoul
« Reply #5 on: January 25, 2012, 12:56:31 PM »
I still didn't have the time to make some other test about the booleans but, yeah, it makes sense.

About the bg I didn't used the hotbox before so I didn't noticed I could already change the color (that's sweet, btw 8)).
Sorry, my bad. :-X

hieveryone

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Re: Ghoul
« Reply #6 on: January 27, 2012, 08:01:59 AM »
I did some test doing the glove and it seems that you were right about the polycount.
I selected an area, extracted and extruded it with a low offset and the boolean operation didn't work. Then I remeshed the new part with a higher resolution and the union worked.

If you're working on the multi-object handling, maybe you could think about a duplicate option for the selected objects, it could come in handy for quickly copying various instances of objects as well as for having various elements for multiple boolean operations.

RMS

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Re: Ghoul
« Reply #7 on: January 27, 2012, 09:23:54 AM »
that is looking pretty cool...is the chain an import or did you make it in mm?

hieveryone

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Re: Ghoul
« Reply #8 on: January 27, 2012, 10:17:00 AM »
It's an import, but I could've done it in mm as well (and due to some problems with the mesh of the chains maybe I will). ;)

MagWeb

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Re: Ghoul
« Reply #9 on: January 27, 2012, 12:56:26 PM »
Your Ghoul gets nice details!

@ the chain: I thought you used the same strategy as I found the last days:

hieveryone

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Re: Ghoul
« Reply #10 on: January 27, 2012, 01:42:47 PM »
That's genius, MagWeb.  8)
Yet I think I wouldn't make it a part, because it could become problematic to easily rotate the individual rings if necessary (I had to do it with a portion of the chain after I made some changes like the extracted part in the glove that entered in some of the rings).
« Last Edit: January 27, 2012, 01:49:16 PM by hieveryone »

hieveryone

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Re: Ghoul
« Reply #11 on: January 30, 2012, 06:15:44 PM »
I finished the ghoul. The final model is 4,5 millions polygons (even if I managed to reduce it to around 3,5 using the adaptive reduce brush without losing important details) and the meshmixer is still working fine. 8)

I've redone the ring for the chain in MM but after a while I found the manual positioning of the single rings time consuming and not very practical, so in the end I just used the dupliframes along a curve in blender (way faster with a predictable result).

One strange thing that happened after the model started to become heavy was that sometimes MM had problems refreshing the visualization of the model (I remember I was using the undo but I'm not sure that's the cause; maybe I will do some test about that). I didn't find a solution to this issue so everytime it occurred I had to save, close the program and reopen it. I'm attaching an image showing the problem.

About the focus issue that I reported in my second post, it wasn't a bug. Apparently the only shader that can visualize the elements with different colors is the default one (and I didn't knew that); at the time I was just using another shader.

Did anyone already asked you about the 'lazy mouse' function?

RMS

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Re: Ghoul
« Reply #12 on: January 31, 2012, 10:33:18 AM »
man you guys are blowing me away with the things you are doing in mm. So awesome.

Shader issue: yes, only the default shader is working properly w/ object-focus hilight right now. sorry =\. This is a bug though, I will add it to the list.

lazybrush: yes, many requests, it is in the queue.

refresh problems: huge, huge bug. I was vaguely aware of this problem but didn't realize it was such a big issue until after I posted the update. I *think* I have it fixed, though. I will post an update soon.