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Expand All Collapse All
  • Introduction to 3DCoat
  • Getting started
    • System requirements
    • Activating 3DCoat
    • Startup error
      • Startup error Mac
    • Upgrading permanent license
    • Linux Setup
      • Linux initial setup per-user installation
      • Linux initial setup for system
      • Tablet setup
      • To GTK3 from GTK2
    • Folders Structure
      • Custom documents folder
    • Different Forms of “Resolution”
    • Import and Export
    • Applinks in 3DCoat
      • Blender 4.1 applink
        • Blender with the Applink in Linux
      • Blender 4.2/3 applink
      • Max Applink
      • Houdini applink
      • Lightwave uplink
  • Navigation
    • Opening Dialog (Quick Start Menu)
    • Navigation Panel
    • Camera and Navigation
      • Customize Navigation as Blender
    • Viewport Navigation Gizmo
    • Left tool panel
    •  Activity Bar
    • Navigation using 3DConnexion devices
      • How to compile Spacenavd on non Ubuntu distro
    • Stylus doesn’t work in sculpting
    • Hotkeys
  • Interface
    • File
    • Edit
      • Calculate Curvature
      • Calculate Occlusion
      • Light Baking Tool
      • Preferences
    • View
    • Symmetry
    • Textures
    • Calculate
    • Layers
    • Freeze
    • Hide
    • Bake
    • Curves
      • Curves editor
      • Fill with mesh layer
      • Scale of imported curves
    • Windows
      • Tabbed and Popup Panels
      • Controls
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    • Capture
    • Help
    • Room Customization
    • Modify or Create new Room
  • Brush Components
    • Brushes general use
      • Create alpha brushes and decals
      • Making alpha from current sculpt
      • Create a Brush from a 3D Object
      • Create brushes based on Curves
      • Load photoshop .abr brushes
    • Strokes
      • Curves Popup Menu
    • Brush Options panel
    • Brush Top Bar
    • Conditions Limiter
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    • Stencils Panel
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      • Add new images or materials
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      • Import Quixel Material
    • Presets for Brush alphas
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      • Texture Painting & Modes
        • Per Pixel Painting
        • Displacement Painting (Micro-Vertex)
        • Ptex Painting
        • Surface Painting (Vertex painting)
      • Importing Into the Painting Room
        • Initial CC subdivision
        • UV Set smoothing
        • Sharp (hard) edge
        • Lock Normals
        • Load new UV layout After Model Changes
        • DAZ Genesis models into 3DCoat
      • Paint Menus
        • Edit menu
        • Textures Menu
          • Texture Baking Tools
        • Hide
        • Bake Paint menu
        • The Color Picker
      • Top Bar for the Painting
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        • The Blending Panel
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      • UV workflow example
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        • Virtual Mirror Mode
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        • Baking guide
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        • Select geometry
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        • Add Geometry in the retopology room
          • Strokes tool in Retopology
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        • UV Tools
        • Commands for Retopology room
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        • Autoretopology Guide
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      • Sculpt Brush options
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        • Density and Resolution
        • Clay Engine
        • Right-Click Menu
        • Voxel Tools
        • Surface tools on Voxels
        • Voxel Adjustment Tools
        • Volumetric Painting
        • Transform Tools
        • Voxel Objects Tools
          • Voxel Primitives & Import Tools
      • Surface mode
        • Surface tools
        • Surface custom tools
        • Surface adjust tools
        • Surface transform tools
        • Surface Painting
        • Surface Objects Tools
          • Sculpt Primitives & Import Tools
        • Multi Level Resolution
          • Multires tools
          • Multires adjust
          • Multires commands
        • Right-Click Menu
      • Sculpt curves
        • Spline Curves
        • Splines model creation
      • Commands for Sculpt room
      • Vector Displacement
      • Live Booleans
      • Import to Sculpt Room
      • Exporting from the Sculpt Room
    • Render
      • Comparison of different roughness values
      • Render Panel Functions
      • Turntable
      • Fakebake the lighting -non PBR-
    • Factures
      • Workflow
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      • Mesh Menu
      • Left tool panel
        • Add Geometry
        • Tweak
        • UV panel
        • Commands panel
        • Selected
        • Entire Mesh
      • Loft surface example by Fluffy
      • Blockout by Poeboi
      • Import Zbrush Polygroups for UV mapping
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      • How to install Reality Capture
      • Reality Capture doesn’t show up ?
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Importing into Retopo Room

639 views 0

Written by Carlos
October 11, 2022

If you have a saved voxel or surface sculpture that you wish to make practical by giving it a polygonal economic representation and surface texture, or if you simply want to modify an existing external model’s topology (or start from scratch with a new topology) you will want to import your model into the Retopo Room.

Importing as a Reference Mesh


Good for most applications where you wish to modify topology on an existing mesh and then move to the Paint Room for texturing operations, and eventually export your finished product.

Import relatively low-res mesh (low subdiv level, 50-200 k) with UV-map.
Use File->Import big mesh to import high-res mesh over low-poly mesh.
Both meshes should have same uv-set.

This method is also good for imported meshes that you wish to reference existing UVs and textures since they are imported, as well. Practical for Imported Meshes with two up to 4 million polygons.

Voxels vs Reference Mesh: This video compares two methods for importing a dense mesh into 3DCoat.

Importing for Retopology Only


If you simply want to import a mesh to modify its existing low poly topology (or start from scratch), use this method of importing.
No reference will be made to its UVs or textures in this case. This method was specifically designed to work with low poly assets.

Importing a Huge Mesh


When you need to import a very high poly mesh upon which you also wish to add or modify hi-res sculptural detail by means of the Sculpt Room, use this importing method.

Its UVs and textures will also be imported for reference and possible Baking.
The newly formed voxel representation of your imported mesh will be aligned to the Retopo mesh that now exists in the Retopo Room, where topology can be added automatically (AUTOPO) or manually using the Retopo tool set.

Importing for Automatic Topology (AUTOPO)


When you wish to import an external mesh for the purposes of allowing 3DCoat to interpret its overall shape and edge structure by means of AUTOPO, with the added benefit of closing any unwanted holes – use this importing method.

All meshes imported using this method will be re-made as voxel objects as a preliminary step.

Tags:retopology

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Importing as a Reference Mesh

Importing for Retopology Only

Importing a Huge Mesh

Importing for Automatic Topology (AUTOPO)

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