Apologies if everyone knows this already...but this had to be shared.
I'm using Silo 2.
I was creating a low poly mesh from a high poly sculpt. Target model was around 1200 polygons (triangles), source was 300,000 or so.
I cloned the highpoly, and removed levels of sub-d from it to give me a low poly base to work from - I think it was around 3000 quads.
Anyway, after cutting out the details, I was using surface snapping and tweak mode to snap the low poly close to the high poly. Still quite a process.
Then it hit me.
Surface snapping, symmetry enabled smooth brush.
The lowpoly model basically just melted over the high. I brushed and massaged a low poly mesh around a high one.
Utterly stunning.
Replies
Can you describe the exact settings you were using?
This is my updated process after showing peopl at work:
1. Use Optimize in max to rip out the unnecessary detail from the high poly - a tip I got for Ror. I saved this as mid poly.obj. (My high poly legs went from 1/2 million polygons to about 60,000)
2. I took a set of well built low poly legs - about 1200 polygons.
3. Loaded both into Silo
4. I set the mid poly to semi transparent, selected the low poly legs and enabled surface snapping.
5. Using multi selection mode, I quickly snap the verts/edges/faces of the low poly to the mid poly, to block out the main shapes.
6. Using the smooth brush, I gently iron out the nasty lumps.
It seems similar to Mayas Live surface stuff, but quicker.
Any other specific settings you may have changed here and there that would affect this?
For now, the man's man's way it is!
http://silo3d.com/forum/showthread.php?t=9659
Im just loving Silo, and the updates to the Beta a frequent and numerous. I barely even touch Max these days.
I'm like a street preacher.
But with sexy clothes and a devilish attitude. And I've had sex with a lady.
Seriously, it's a lovely little package. Pretty much all the artwork I've built at home and work in the last 2 years has been in Silo.
Hurray for random spikes coming from your subdivised model
<--Silo Preacher as well
There is one MAJOR difference between the UV editor in Silo and Max - Silo has no UV editor mode really. In Silo you lay out your UVs by modelling on a flat plane. It looks like a UV map, but there are no UV tools - just modelling tools. Anythig you can do to a mesh, you can do to uvs. Relax. Smudge. Pinch. Scale. SOFT SELECTION!
I've always wanted to be able to spin edges or cut new edges in while UV editing, I guess that should be possible in Silo too, although I haven't got around to using the new UV tools at all yet.
The cut/spin tool don't work in the UV window (haven't tried on Mac yet), but the brushes and flatten tool do
I'll get around to submitting it soon
I was your eloquent problem-solver for today, thank you, have a good night.
I can't help you with the bug though (that is, if i even helped you with the first thing, heh), allthough i've had something similar with the spiky geometry popping up. When you undo whatever you did to make it start, it just pops up in a slightly different way, heh.
It's the one thing that still regularly bothers me. The rest of it is steadily becoming more stable. They finally fixed the edge extrusions now, which is nice.
Seriously though, it's a bug. It tends to happen when merging things (which also tends to crash on me every now and then), or when adding geometry.
There are probably ways to avoid it, and i'm trying to find alternatives all the time, but it's a pain.
Haha. I'll check later to see if i wasn't just sloppy. One thing i've noticed where odd geometry can cause problems is when you bridge edges from two seperate objects, as the bridged geo gets created twice, but i don't think i did that anywhere on the problematic models.
I'll open up a few abandoned files and see if i find any fuckups on my behalf. If i can't find them, i'll just upload them and see if anyone else notices problems, alright?