• Română
  • Documentația 3DCoat
  • Chapters
    • Introducere în 3DCoat
    • Noțiuni de bază
    • Interfață și navigare
    • Componentele Brush
    • Spații de lucru Camere
    • Scripting și Core API
    • Întrebări și răspunsuri
    • licensing
    • Tutoriale de instruire
  • Pilgway
  • Products
    • 3DCoat
    • 3DCoatTextura
    • 3DCoatPrint
    • PBRLibrary
  • Blog Posts
  • Store
  • Română Română
    • English English
    • Українська Українська
    • Español Español
    • Deutsch Deutsch
    • Français Français
    • 日本語 日本語
    • Русский Русский
    • 한국어 한국어
    • Polski Polski
    • 中文 (中国) 中文 (中国)
    • Português Português
    • Italiano Italiano
    • Suomi Suomi
    • Svenska Svenska
    • 中文 (台灣) 中文 (台灣)
    • Dansk Dansk
    • Slovenčina Slovenčina
    • Türkçe Türkçe
    • Nederlands Nederlands
    • Magyar Magyar
    • ไทย ไทย
    • हिन्दी हिन्दी
    • Ελληνικά Ελληνικά
    • Tiếng Việt Tiếng Việt
    • Lietuviškai Lietuviškai
    • Latviešu valoda Latviešu valoda
    • Eesti Eesti
    • Čeština Čeština
    • Norsk Bokmål Norsk Bokmål
  • Creating 3D Character Using 3DCoat
  • Documentația 3DCoat
  • Chapters
    • Introducere în 3DCoat
    • Noțiuni de bază
    • Interfață și navigare
    • Componentele Brush
    • Spații de lucru Camere
    • Scripting și Core API
    • Întrebări și răspunsuri
    • licensing
    • Tutoriale de instruire
  • Pilgway
  • Products
    • 3DCoat
    • 3DCoatTextura
    • 3DCoatPrint
    • PBRLibrary
  • Blog Posts
  • Store
  • Română Română
    • English English
    • Українська Українська
    • Español Español
    • Deutsch Deutsch
    • Français Français
    • 日本語 日本語
    • Русский Русский
    • 한국어 한국어
    • Polski Polski
    • 中文 (中国) 中文 (中国)
    • Português Português
    • Italiano Italiano
    • Suomi Suomi
    • Svenska Svenska
    • 中文 (台灣) 中文 (台灣)
    • Dansk Dansk
    • Slovenčina Slovenčina
    • Türkçe Türkçe
    • Nederlands Nederlands
    • Magyar Magyar
    • ไทย ไทย
    • हिन्दी हिन्दी
    • Ελληνικά Ελληνικά
    • Tiếng Việt Tiếng Việt
    • Lietuviškai Lietuviškai
    • Latviešu valoda Latviešu valoda
    • Eesti Eesti
    • Čeština Čeština
    • Norsk Bokmål Norsk Bokmål
  • Creating 3D Character Using 3DCoat
Expand All Collapse All
  • Introducere în 3DCoat
  • Noțiuni de bază
    • System requirements
    • Why 3DCoat is Unique?
    • Activarea 3DCoat
    • Eroare de pornire
      • Startup error Mac
    • Color management
    • Upgrading permanent license
    • Linux Setup
      • Linux initial setup per-user installation
      • Linux initial setup for system
      • Tablet setup
      • To GTK3 from GTK2
    • Structura folderelor
      • Custom documents folder
    • Diferite forme de „rezoluție”
    • Tablet on Window
    • Import & Export
    • Applinks în 3DCoat
      • Legătura aplicației Blender
        • Blender with the Applink in Linux
      • Blender 4.2/3/4/5 applink
      • Max Applink
      • Houdini applink
      • Lightwave uplink
  • Navigation
    • Deschiderea casetei de dialog (meniu pornire rapidă)
    • Panoul de navigare
    • Cameră și navigație
      • Customize Navigation as Blender
    • Viewport Navigation Gizmo
    • Left tool panel
    •  Activity Bar
    • Navigare folosind dispozitive 3DConnexion
      • How to compile Spacenavd on non Ubuntu distro
    • Stylus doesn’t work in sculpting
    • Taste rapide
  • Interfață și navigare
    • Meniul Fișier
    • Meniu Editare
      • Calculate Curvature
      • Calculate Occlusion
      • Light Baking Tool
      • Preferințe
    • Meniu Vizualizare
    • Simetrie
    • Textures
    • Calculate
    • Meniul Straturi
    • Înghețați meniul
    • Hide
    • Bake
    • Curbe 2022
      • Meniul Curbe
      • Curves Properties RMB
      • Umpleți cu strat de plasă
      • Scale of imported curves
    • Meniul Windows
      • Panouri pop-up Windows cu file
      • Glisoare
    • Scripts
    • Addons
    • Capture
    • Meniul de ajutor
    • Personalizare
    • Modificați sau creați o cameră nouă
  • Componentele Brush
    • Brush Top Bar
    • Perii de uz general
      • Creați pensule și decalcomanii
      • Realizarea alfa din sculptura curentă
      • Creați o Brush dintr-un obiect 3D
      • Create brushes based on Curves
      • Load photoshop .abr brushes
    • Accident vascular cerebral
      • Meniu pop-up Curves
    • Opțiuni de Brush
    • Limitator de condiții
    • Panoul de benzi
    • Panoul Șabloane
    • Materiale inteligente
      • Adăugați imagini sau materiale noi
      • Atașați un material Smart la un strat
      • Import Quixel Material
    • Cum se creează presetări pentru Brush
  • Spații de lucru Camere
    • Painting
      • Painting cu textură și moduri
        • Painting Per-Pixel
        • Painting cu deplasare (Micro-Vertex)
        • Painting Ptex
        • Painting de suprafață (polipictura)
      • Import în camera de Painting
        • Initial CC subdivision
        • UV Set smoothing
        • Sharp (hard) edge
        • Blocați Normals
        • Încărcați un nou aspect UV după modificările modelului
        • DAZ Genesis models into 3DCoat
      • Meniurile spațiului de lucru pentru Painting
        • Edit menu
        • Meniul Texturi
          • Instrumente de Baking a texturii
        • Ascunde
        • Meniu pentru Bake Paint
        • Selectorul de culori
      • Bara de sus pentru Painting
      • Panoul Straturi
        • Panoul de amestecare
        • Layer and Clipping Masks
      • Instrumente pentru camera de Painting
      • Opacitate - Transparență
      • Modificați spațiul de lucru
        • Tweak Toolset
        • Se exportă din Camera Tweak
      • Panoul de previzualizare Mască/Material
      • Export din camera de Painting
    • Spațiu de lucru UV
      • UV Top Bar
      • Panoul de instrumente UV stânga
      • Panoul de previzualizare UV
      • Exemplu de flux de lucru UV
      • Importul în camera UV
      • Export din camera UV
    • Retopologie
      • Import în camera Retopo
      • Meniul Retopo Mesh și Meniul Coace
        • Modul oglindă virtuală
      • Bake menu
        • Treat Poly Groups as Paint Objects
        • Baking guide
      • In capul barului
        • Selectați geometria
      • Panoul de instrumente din stânga în camera Retopologie
        • Scopul și funcția generală
        • Adăugați geometrie
          • Instrumentul Strokes în Retopologie
        • Retopo Tweak Tools
        • Instrumente UV
        • Comenzi pentru camera de retopologie
      • AUTORETOPO
        • Autopo guide
      • Poli Grupuri
    • Sculptează
      • Sculpt Layer
      • Sculpt Arborele
      • Opțiuni de Sculpt Brush
      • Top Bar
      • Motor cu Brush
      • Submeniu Geometrie
      • Sculptați meniul „clic dreapta”.
      • Shaders
      • Modul Voxel
        • Pure Voxel Sculpting
        • Densitate și rezoluție
        • Motor de lut
        • Instrumente Voxel
        • Instrumente de suprafață pe Voxels
        • Instrumente de ajustare Voxel
        • Painting volumetrică
        • Instrumente pentru obiecte Voxel
      • Modul de suprafață
        • Instrumente de suprafață
        • Instrumente personalizate pentru suprafață
        • Instrumente de reglare a suprafeței
        • Painting de suprafață
        • Instrumente pentru obiecte de suprafață
        • Rezoluție pe mai multe niveluri
          • Multires tools
          • Multires adjust
          • Multires commands
      • Sculptează curbele
        • Curbe spline
        • Splines model creation
      • Deplasare vectorială
      • Instrumente de transformare a suprafeței
        • Instrumente de transformare Voxel
        • Instancer
        • Move
        • Pose
        • Fit
        • Reproject
        • Surface Array
      • Voxel Primitives și instrumente de Import
      • Booleeni vii
      • Comenzi pentru camera Sculpt
      • Import în Sculpt Room
      • Se exportă din Camera Sculpt
    • Face
      • Comparison of different roughness values
      • Funcțiile panoului de randare
      • Placă turnantă
      • Fakebake the lighting -non PBR-
    • Factures
      • Fluxul de lucru
    • Cel mai simplu
    • Modelare
      • Mesh Menu
      • Panoul de instrumente din stânga în camera de modelare
        • Adăugați geometrie
          • Selectat
        • Ajustare fina
        • Smart Hybrid
        • UV
          • Comenzi
        • Întreaga plasă
      • Exemplu de suprafață de mansardă de Fluffy
      • Blockout de Poeboi
      • Import Zbrush Polygroups for UV mapping
    • Kitbash - Creare rapidă de modele 3D
      • Create kitbash
      • Left tool panel Kitbash
    • 3DPrint
    • Photogrammetry
      • How to install Reality Capture
      • Reality Capture doesn’t show up ?
    • Mesh în camera NURBS
    • Nodes
      • Sculpt shaders Nodes Library
  • Scripting și Core API
    • Scripting
    • Core API
    • API-ul Python
  • 3DCoatPrint gratuit

Autopo guide

603 views 0

Written by Carlos
January 11, 2025

3DCoat Autopo test session By Christoph Werner


Hello friends.

I took some hours to prepare a big autopo test for 3DCoats last Autopo routine update. It was a lot of work to make all the tests and get a good settings result. But it was worth the time.

I have made more than 20 calculations! In the gallery you will find the very best settings I worked out in my tests.
So you may save a lot of time for your own work and just take the setting you think you need. Of course there are more ways to test, but I think my results are good for the most situations.

All tests were done without guide lines or density areas.

The basic rules for using Autopo in 3DCoat


  • If your model is symmetrical then switch scene symmetry ON. It increases the Autopo quality result a lot.
  • Start with small values for Capture Details and Decimate if Above. The most scenes don’t need more than a value of 50 in both options.
  • The higher the Capture Details value, the more poly stars can appear in the Autopo mesh.
  • The higher the Decimate if Above value, the more render time is used.
  • Switching Voxelise Before Quadrangulation to OFF leads often to better quality. If you have snapping problems in the autopo mesh, then switch it ON.
  • Try not to use Voxelise Before Quadrangulation value higher than 50% of your whole template model poly amount.
    Example: A sculpt model with 2.000.000 polys needs a value of “1.000”. (1000 x 1000=1.000.000=50% of 2 M.)
  • To disable the Decimate if Above option can lead to very long render times.
    (3D Coat is not crashed. You just need a lot of patience… It could result in an hour and more.)
  • Hardsurface retopology Crease Angle: I have not tested it in detail. But my test experience  resulted in ignoring this value. If you have hints where this option is good to have, drop me a line here please.
  • Smooth Resulting Mesh Tangentially can be set ON.

Density


When using density just mark the areas that have to be created with more polygons. The value describes the target amount of polygins in this areas. A value of 2 will lead to a double amount of the actually created polygons.

Don’t forget: Density will always “move” polygons from one area to increase another. So you will have less polygons at some model parts.

Guide lines


Hand painted guide lines help the Autopo routine to distribute the right polyflow. 3DCoat will try to follow your settings but this is only a approximation. There are some rules before using guide lines. Wrong usage can results in mesh problems.

  • Set less guide lines.
  • Don’t set lines too tight. Keep enough room inbetween.
  • Try to use rings at areas like eyes or similar.
  • Don’t cross lines.

The following official documentation image describes it well:

Test results with ratings for my settings


The more stars I gave the better the autopo result was. The result depends on the type of model used for retopology, for which there is no fixed guide.
Everything translates to trial and error for each circumstance.

Testing settings for Hard Surface models


Autopo, or automatic retopology, for hard surface models is the process of automatically converting a high-polygon, inorganic model into a clean, low-polygon mesh with all-quad topology. While traditionally difficult for automated algorithms, modern software offers specialized features to produce a clean, usable mesh that respects the model’s sharp edges and flat planes. 

This workflow is crucial for optimizing models for video games and other real-time applications, where performance is critical. It allows artists to create complex, high-detail concepts without worrying about topology, then automatically generate a simplified, animation-ready version later. 

How hard surface auto-retopology works


Standard automatic retopology tools prioritize an even distribution of polygons, which works well for smooth, organic surfaces. Hard surface models, with their distinct angles and precise shapes, require a more advanced approach. Modern auto-retopology algorithms address this by: 

  • Edge detection: The software analyzes the mesh’s curvature to identify sharp edges, rather than relying on a simple crease angle. This allows it to preserve the hard edges of the model.
    User guidance: Many tools allow artists to add “stroke guides” or “density painting” to direct the algorithm. This gives manual control over areas where specific edge loops are critical for function or detail.
    Parameter adjustment: Specific settings can be tweaked to favor hard surface models. In Maya, for instance, high “Topology Regularity” and “Face Uniformity” values can be used to convert a mesh into quads while preserving hard edges. 

Limitations and workflow tips


Hard surface autopo is a hard task whose result depends on the complexity of the model.

  • Not perfect: While automated tools have become extremely powerful, they rarely produce a perfect mesh for complex models, especially for animation. Some manual cleanup is almost always required.
  • Clean source mesh: Ensure your high-poly sculpt is free of errors, such as non-manifold edges or overlapping vertices, as these can cause problems for the auto-retopology algorithm.
  • Separate parts: For very complex models with distinct, connected parts, better results can be achieved by separating the objects into individual components before running the auto-retopology routine.
  • Baking details: Following retopology, high-frequency details from the original model are “baked” into a normal map. This allows the low-poly mesh to retain the appearance of the original’s surface complexity

Was this helpful?

Yes  No
Related Articles
  • Surface Array
  • Top Bar
  • Curves Properties RMB
  • Left tool panel Kitbash
  • Create kitbash
  • Color management
Previously
AUTORETOPO
Up Next
Poli Grupuri
AI:
Hi! How can I help you?
Attention: This is a beta version of AI chat. Some answers may be wrong. See full version of AI chat