TopoGun and TopoGun License Server now work fine under limited accounts on Vista. The installer should be launched from the user account you want to install TopoGun for. You should NOT run the installer under Admin rights, although you will be asked later for an Admin password. Also, after installation, TopoGun should not be run under Admin rights either. Remember that TopoGun will be available only from the user account it was installed for;
Online licensing model. For SINGLE licenses, the user is able to take his license anywhere and activate it if he has an Internet connection, by using the Online activation method (the single user license is portable);
Fixed alot of bugs;
Autosave feature: You can always recover the scene prior to the crash moment. The scene is automatically saved in the same folder as the original scene, using the same file name, except the extension, which is .bak. All you have to do is change the extension from .bak to .tgs and load the file as a normal scene;
Bridge tool improved rendering;
Improved startup time;
You can use ZBrush 3.5 polypainted reference meshes in TopoGun. Make sure you check the Colorize option before exporting the tool from ZBrush as a reference mesh (.obj). You'll be able to visualize the vertex colors and also bake them into textures, by using the BakeTopoGun feature.
i watched a few of the videos regarding this software, i'm confused, i dont see the point of using this over zbrush, or the point of users of 3dcoat to use this instead as well...
Zbrush retopology only snaps to the surface when placed first after that it jumps around in free space.
3dcoat users probably wont need this but as we know 3dcoat users are 3dcoat fanboys and
would never leave their favourite weird software ^^
Definatly (didnt read the thread enough probably mispelled) in topogun probably in 3dcoat.
For making armor it may be handy when your not able to do it quicker in an other 3d app
but for finished works its a pain in the ass.
Changelog:
[*]You can use ZBrush 3.5 polypainted reference meshes in TopoGun. Make sure you check the Colorize option before exporting the tool from ZBrush as a reference mesh (.obj). You'll be able to visualize the vertex colors and also bake them into textures, by using the BakeTopoGun feature.
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that sounds cool, anyone tried it? Im a bit of a 3dcoat fanboy mostly because of how much I enjoy voxels and texture painting but still recommend topogun if people are looking for a pure retopology tool of the highest quality.
i watched a few of the videos regarding this software, i'm confused, i dont see the point of using this over zbrush, or the point of users of 3dcoat to use this instead as well...
Because these programs are designed with topology editing in mind. They are specific to retopologizing and have more features which really speed you up and make you more efficient. Zbrush's retopology is really slow, awkward and heavy handed by comparison.
Replies
3dcoat users probably wont need this but as we know 3dcoat users are 3dcoat fanboys and
would never leave their favourite weird software ^^
do you have an option for it to float in 3dcoat and topogun? Because i quite like the fact that it does that for making armor and things.
For making armor it may be handy when your not able to do it quicker in an other 3d app
but for finished works its a pain in the ass.
that sounds cool, anyone tried it? Im a bit of a 3dcoat fanboy mostly because of how much I enjoy voxels and texture painting but still recommend topogun if people are looking for a pure retopology tool of the highest quality.
Because these programs are designed with topology editing in mind. They are specific to retopologizing and have more features which really speed you up and make you more efficient. Zbrush's retopology is really slow, awkward and heavy handed by comparison.