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’s topology (or start from scratch with new topology) you will want to import your model into the Retopo Room.

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.
This method is also good for imported meshes that you wish to reference existing UV’s and textures, since they are imported, as well. Practical for Imported Meshes with 2 up to 4 millions polygons.

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

If you simply want to import a mesh for the purpose of modifying its existing low poly topology (or starting from scratch) use this method of importing. No reference will be made to its UV’s or textures in this case. This method was specifically designed to work with low poly assets.

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.

It’s UV’s and textures will be imported also 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.

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.

  • import_export/importing_into_the_retopo_workspace.txt
  • Last modified: 2022/05/05 21:40
  • by carlosan