{"id":3508,"date":"2022-10-11T17:37:06","date_gmt":"2022-10-11T17:37:06","guid":{"rendered":"https:\/\/3dcoat.com\/documentation\/?post_type=manual_documentation&#038;p=3508"},"modified":"2025-08-08T12:10:34","modified_gmt":"2025-08-08T12:10:34","slug":"importing-into-the-retopo-room","status":"publish","type":"manual_documentation","link":"https:\/\/3dcoat.com\/documentation\/manual\/workspaces-rooms\/retopology\/importing-into-the-retopo-room\/","title":{"rendered":"Importing into Retopo Room"},"content":{"rendered":"\n<p>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\u2019s topology (or start from scratch with a new topology) you will want to import your model into the Retopo Room.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"881\" height=\"319\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/image-11.png?wsr\" alt=\"\" class=\"wp-image-10948\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/image-11.png 881w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/image-11-300x109.png 300w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/image-11-768x278.png 768w\" sizes=\"(max-width: 881px) 100vw, 881px\" \/><\/figure>\n<\/div>\n\n\n<h3 class=\"wp-block-heading\" id=\"importing_as_a_reference_mesh\">Importing as a Reference Mesh<a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=import_export:importing_into_the_retopo_workspace#importing_as_a_reference_mesh\"><\/a><\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p>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.<\/p>\n\n\n\n<blockquote class=\"wp-block-quote has-background is-layout-flow wp-block-quote-is-layout-flow\" style=\"background-color:#f1f1f1\">\n<p>Import relatively low-res mesh (low subdiv level, 50-200 k) with UV-map. <br \/>Use File-&gt;Import big mesh to import high-res mesh over low-poly mesh. <br \/>Both meshes should have same uv-set. <\/p>\n<\/blockquote>\n\n\n\n<p>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.<\/p>\n\n\n\n<p><strong><a href=\"https:\/\/youtu.be\/u9vqAkPRjjk?list=PLF62F3C31216D2794\" target=\"_blank\" rel=\"noreferrer noopener nofollow\">Voxels vs Reference Mesh<\/a>:<\/strong>&nbsp;This video compares two methods for importing a dense mesh into 3DCoat.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"importing_for_retopology_only\">Importing for Retopology Only<a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=import_export:importing_into_the_retopo_workspace#importing_for_retopology_only\"><\/a><\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p>If you simply want to import a mesh to modify its existing low poly topology (or start from scratch), use this method of importing. <br \/>No reference will be made to its UVs or textures in this case. This method was specifically designed to work with low poly assets.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"importing_a_huge_mesh\">Importing a Huge Mesh<a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=import_export:importing_into_the_retopo_workspace#importing_a_huge_mesh\"><\/a><\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p>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.<\/p>\n\n\n\n<p>Its UVs and textures will also be imported for reference and possible Baking. <br \/>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.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"importing_for_automatic_topology_autopo\">Importing for Automatic Topology (AUTOPO)<a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=import_export:importing_into_the_retopo_workspace#importing_for_automatic_topology_autopo\"><\/a><\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p>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 &#8211; use this importing method.<\/p>\n\n\n\n<p>All meshes imported using this method will be re-made as voxel objects as a preliminary step.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Sharp edges from Blender .obj export to 3DCoat<\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p>When export meshes as .obj files from Blender and then import them into 3DCoat for UV mapping \/ unwrapping all of the edges had been marked as sharp which made it harder to see the marked seams and messed up the baking result in the program.<\/p>\n\n\n\n<p>There is a way to avoid this from happening in the Blender export .obj options. All you have to do is untick the \u201cnormals\u201d option under the Geometry settings.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter\"><a class=\"kt-lightbox\" href=\"https:\/\/theartsquirrel.com\/acorns\/wp-content\/uploads\/2024\/03\/blender_vA5a7srOOW.jpg\"><img decoding=\"async\" src=\"https:\/\/theartsquirrel.com\/acorns\/wp-content\/uploads\/2024\/03\/blender_vA5a7srOOW.jpg\" alt=\"Blender export obj settings\" class=\"wp-image-3679\" title=\"Blender export obj settings\"\/><\/a><\/figure>\n<\/div>\n\n\n<p>There are also options to clear sharp seams in the Retopology room in 3DCoat if you are in select mode for edges but it is easier and faster to avoid the problem in the first place.<\/p>\n","protected":false},"author":3,"featured_media":0,"parent":2254,"menu_order":-2,"template":"","manualdocumentationcategory":[9],"manual_doc_tag":[62],"class_list":["post-3508","manual_documentation","type-manual_documentation","status-publish","hentry","manualdocumentationcategory-manual","manual_doc_tag-retopology"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v24.3 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Importing into Retopo Room - 3DCoat Documentation<\/title>\n<meta name=\"description\" content=\"If you have a saved voxel or surface sculpture that you wish to make practical by giving it an economical polygonal representation and surface texture, or, if you simply want to modify an existing external model\u2019s topology (or start from scratch with new topology) you will want to import your model into the Retopo Room\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, 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