![]() ![]() ![]() Then when you go to sculpt room and import, it exactly fills the retopo mesh (to the limits of the layer resolution, which you can crank up a bit). ![]() create the retopo first, from a primitive. Push the middle points around a bit, leave the 8 points of the flattened cube on the corners, of course. ill have to make it in another program then import it to 3dcoat to uv and paint but it will be another time, im new to 3d coat also so i appreciate you suggestion i may give it a try anyway. I have put it aside as i wasted too many days trying to find away to do it. it doesnt snap to the exact edge of anything, meaning if i have two parts of path for example that will be butting up against each other in another platform, the mesh has to be exact or it will stand out very clearly when its put together, the mesh i am trying to retopo still has a rounded edge to it even at extremely high resolution so when i do the retopo by decimation which is the only viable way ive found to do it, it calculates the rounded part too and i end up with a mess. You can then do some cuts with limited depth, and go back to the retopo room and either bake the high poly detail into the normals, or you can use split ring tool to subdivide the retopo object, select individual faces and transform them, and generally push the points around a bit?Įven if i were to, the act of pushing the points around a bit makes it out of alignment. but have you tried creating a flattened cube in the retopo room from its cube primitive FIRST, then going to the sculpt room and importing the retopo object to the sculpt room? This'll give you the exact right dimensions, and your retopo object now matches the sculpt object exactly. I'm fairly new to 3d coat so forgive if I'm off here. shouldn't snapping to an exact point be a feature. why does it have retopo by decimation for hardsurface if you cant hardsurface model. its a great program for organic but i really wish 3d coat was less confusing on its capabilities. what a waste of time ive made all because the videos say you can hardsurface model. 3D coat should stop marketing its program as possible to do hard surface modelling then or make some changes. Check out Aleksey Voznesenski at Ace5 Studios. Born in Russia, raised in Australia, living around Eastern Europe, Aleksey is a ten year veteran in Cinema 4D. About Aleksey Voznesenski.Īleksey says that he has an obsession with making things look pretty and work correctly. 3D Coat does some things that others can’t, making it easier to retopo models quickly. If you’ve seen TopoGun or Maya’s Quad Draw, some will be very much the same. How to Retopologize in 3D Coat.ģD Coat’s method for retopo is similar to other applications. The process is an essential part of all types of 3D workflows. Retopology is the process of making your very high poly sculpts into animation friendly low poly models. A new tutorial from Ace5 Studio’s Aleksey Voznesenski covers how retopology works in 3D Coat. It’s a great software to have around as you can do some things more quickly in 3D Coat than anywhere else. It handles sculpting, painting, UVs and retopology, among other things. Aleksey Voznesenski covers a fast overview of how to create retopology in 3D Coat.ģD Coat is a jack of all trades kind of software. ![]()
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