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kdoto

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  1. I'm sure this has been asked/answered before but I can't seem to find the answer. After a mesh retopo, what causes some polys to have black corners like in the image below? Deleting and recreating the affected polygons seems to fix the issue. Is it that the normals are wrong? Maybe the polygons are flipped? Maybe those are really 2 point polys instead of 4? Is this a common issue or am I doing something wrong? These only show up in a render after the retopoed mesh is exported. Is it possible to render the retopo (low poly) mesh instead of the high poly mesh in the 3D coat render window? Otherwise is there another way to detect these bad polys during mesh retopo? P.S. I'm not 100% sure but I think that all of the bad polys created were created using the point and faces tool. If I avoid that tool, will I also avoid this issue?
  2. Thanks guys, that worked! However, in the UV pane, I can't see my model (although the brush still conforms to an invisible model when I move the cursor around). If I import a mesh for vertex painting, I lose the retopo mesh. So how do I start creating UV seams on my model after importing the reference mesh and retopo mesh?
  3. Well, I don't have a voxel model (unless 3D coat always uses voxels behind the scenes for mesh retopos), in fact, I can't remember exactly what I did to get my model into 3D coat. If I go to the retopo pane and do file->import->reference mesh, then I lose my current retopo mesh. Maybe I didn't import my model as a reference mesh to begin with, and so I've been doing this wrong from the start? Can I convert my underlying mesh to voxels in 3D coat in order to do what you're suggesting? (or something akin to this).
  4. I have just completed a mesh retopo (the new retopoed mesh has ~10k triangles without symmetry). I just realized that I have part of the mesh as a separate material, and I want to weld the two materials together (outside of 3D coat), and then use the new welded mesh as the reference mesh. Of course, I'd prefer to do this without having to retopo the whole mesh again, since the mesh shape will not actually change. What is the best way to use a slightly modified reference mesh in place of my existing reference mesh? P.S. I really wish that there were more written tutorials for 3D coat, instead of so many video tutorials If anyone has a link to good written tutorials, I'd love that.
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