Thanks for the tipps. I can say for sure that “hole filling” is turned off. I will definitely try your other tipps.
But neither on my android devices nor on the web application I would say, that this happens “occansionally”. It happens more often than not. But I will definitely try the workarounds with multires and keep an eye on baking any transformations.
Nope - no luck here. “Fill holes” is definitely turned of. I bake, I do multires, I turn upside down and wiggle my toes - if is use split (especially with the line setting") Nomad messes up the “join” operation by not merging lots of vertices.
Hmm, it sounds like you are doing everything right. What version of Nomad are you on? I’m on 1.70 on an iPad. The only thing I can think of is whether you might be on an older version or perhaps there is a difference between the android and iPad versions?
I use the split then join all the time with almost no issues, so I think there must be something more serious happening in the program.
Might be best to post a query to Stephane in the bug report section and hope he can help/explain.
Unfortunately, without the split then join functionality pretty much everything I’ve posted on this thread is impossible to do, so I hope a solution can be found.
(It’s a bit worrying that you say it’s not working on the web app either - because that usually has the latest features, I’ll have to experiment with it)
I’ve had a quick play with the web demo and it seemed to be working as I would expect.
One last thought which might explain what you’ve experienced: the split cuts you make have to be “clean” cuts which separate the mesh into two sections, where each new section has identical vertices along the cut line. It’s possible to create weird split cuts where this isn’t the case, especially if some areas are masked.
If you add a box, with topology set to 0 (just 1 face per side), then use the split tool set to rectangular selection and slice the box into a number of sections, then join them back together and test them with smooth tool or subdivision, does this ever cause a problem, or is it 100% reliable. For me this type of simple split then join is basically always reliable. If it’s not for you, then I suspect only Stephane can help work out what’s going on.
Hi, this image is texture painted onto a plane. This is probable the simplest way to do it, but you can also use UVs as explained in another post on this thread.
Just search YouTube for Nomad sculpt texture paint and there are a few tutorials. This one is quite thorough: NOMAD SCULPTING – Use texture painting in Nomad Sculpt 1.55 - YouTube
I also did some more experiments. The problem seems to occur, when line selection is being used. I create a sphere with resolution level. Then I mask half of the verts and move the other half to the side. Then reset pivot, move origin, bake. Then I slice the middle of the object and join the results. With “line” it’s a mess. With rectangular selection the result looks good.
At my current skill level I would struggle to achieve this with more traditional “sculpting” methods. After subdivision, but without any decimation the scene vert count is about 400k
Thanks. I took time to be as accurate as possible. I am considering making some videos - but for it to be watchable I suspect you have to make things twice, once to work out how to do it, and then for the video!
The vertices that still stick together really seem to have been merged. The other ones - not so much. Sometimes it takes some time to get the openings, because the move brush get both vertices. But if you zoom in, this result is reproducable.
Then again - the same cut applied with the rectangular selection - all good. So apparently if one wants to do some box modeling in Nomad, for now it is safe advice to steer clear of any line cuts.
Thanks for the screenshots. I get the same results as you with the web demo: rectangle seems fine, so does lasso using split, but line doesn’t join back together properly.
However, I think there is (sort of) good news : doing this test made me realise that I hardly ever use line with the split tool; I basically always use either rectangle or lasso. So I went back to the proper app (not web demo) and tested split using the line; sure enough it created the same problems as the web demo - mesh split using the line doesn’t join back together properly.
The reason why this is good news is that it shows my version of Nomad is basically functioning the same as yours, and so long as you just avoid using the line to split then you should be able to use all the box modelling techniques that I do.
When you first brought up your query I think I just assumed that I did sometimes use the line method for splitting and that it worked for me, but now after proper testing it’s clear that it doesn’t work for me either! But like I say, all the things I’ve done should be possible for you so long as you avoid using line.
I think only Stephane will be able to explain why the line method behaves differently from the other split methods.
I finished off modelling this spray bottle and thought I’d try a classy product photography style image. (The spray bottle was poly modelled using just Nomad, rather than “sculpted”. Scroll up this thread to see what it looks like before subdivision and an explanation of what poly modelling techniques are possible in Nomad. Since making this I’ve bought CozyBlanket lite version, and it would now probably be quicker to do a rough sculpt in nomad, then create the desired edge flow topology in CozyBlanket, then bring it back into Nomad to subdivide)
Thanks. There’s not really much difference - the top image has a rim highlight and the bottom one doesn’t; I couldn’t decide which I preferred so posted them both!
I’m afraid I just don’t know about retopology apps for android. In general though, I suspect we are going to keep getting more 3d programs of all sorts in the years to come for all tablets, as the tablets get more powerful. That’s what I’m hoping, anyway!
Edit: It’s probably as quick to make the body of the bottle directly in Nomad, rather than rough sculpting first then retopologising in CozyBlanket. The top nozzle part was quite tricky to model just in Nomad, so it would make sense to use CozyBlanket or a dedicated modelling app for that. Here’s some detail on the top that you can’t see in the main image.
This took a ridiculous amount of time to work out how to do. I started with the intention of creating it with clean topology just in Nomad, and probably wasted a lot of time trying; but in the end, I made it with a “brute force” approach in Nomad then retopologised in Cozy blanket lite to get the crisp edges. I like it, but it was so much harder than the previous “mobius” twists I’ve posted on this thread.