Hey there
Does anyone know of a way to make one model's wireframe always appear on top of another model in Max?
The reference/sculpted model is such that if I make it transparent, it becomes really hard to tell what's going on (it's got quite a few layers of cloth and such). However, if it's opaque, the retopo model becomes partially hidden by the reference model, making it kind of difficult to tell if a piece of the model's been done or not, and whether the polygons have been created in the right place.
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[ame]http://www.youtube.com/watch?v=THQhZTli09Y[/ame]
This is the script that I use to switch object visibility by layer or by object:
With a little outside thinking, you may be able to write a script to do it in Max. I found a way of doing it in Maya with later versions of my custom Retopo tool.
Here's what I mean:
If the reference mesh is transparent, it's hard to see its forms. But if it's opaque, I can't see parts of my retopo mesh.
I've been working around it by breaking the reference sculpt into a bunch of separate meshes, making the transparency come through cleaner. It's just a bit of a pain, as in some cases I keep having to switch between those as target meshes as I go.
I'll take a look at MaxRetopo and Wrapit; perhaps they do some kind of viewport voodoo.
I usually create a wireframe material with a 100 self illuminating color, but yeah sometimes it just intersects which can be annoying.
You can also animate the transparency of the material that is applied to the reference 0-100%. That way you can fade it in and out of the scene. It's often that precise control over the opacity that lets you see the key differences between the two pieces.
You could also animate the material on the retopo so it goes the opposite direction 100-0%. That way as you scrub one fades out while the other fades in. You might want frame zero to be both at 100%?
Also if the model is separate elements you can break those off and retopo just those pieces while isolated. Your high poly can be a collection of high poly meshes that gets added to the RTT projection modifier, it doesn't need to be one mesh. If for some weird reason it really needed to be, you could join them together again before baking. Also max works faster if your high poly is separate objects, because of the way it preforms adaptive degradation.
Turning on backface culling helps to get a better view at the reference mesh too.
That is somewhat similar to the older method I tried in Maya before I figured out a better way. Actually probably better than my older approach, which was to push the base mesh in instead because Maya lacks the offset modifier for modeling. It should help keep the clipping down drastically, but it definitely is still more a workaround than a solution.
What's cool in Wrapit is that it uses nearest surface for the retopo instead of normal or view-based projections so it's actually quite easy to work with. Topogun sometimes drove me crazy when moving a vertex resulted in projecting it onto the other side of the reference object...
I like MaxRetopo too, but its a bit buggy and I always goof up the target and source meshes, I've also had it flat out refuse to work on several occasions. But when it works, its great. I'm sure MaxRetopo2 is going to rock I won't mind shelling out some cash for it.
Oh, Nitrous, thou art a double-edged sword.
Thanks again for the help; I'm using a few of your suggestions anyway.
2.Solution:Apply a material with wireframe mode to the working mesh.