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XxKIIIZxX

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  1. I can get on Skype tomorrow about the same time I posted earlier tonight I will message you the info. Thanks Digman
  2. first Thank you for the help, just so you can see what I'm trying to do I've posted this image and from what I understand from your answer is I add the high using surface selection and paint and bake Note high poly is 2.5 million polys so that should be fine for the detail painting then bake it out. then do the same for the low poly retopo mesh add new seam unwrap and that's it. I guess my confusion in this is that in blender you place the Hi Over the Unwrapped Low and bake to that specific map. I'm trying to understand how the hi poly map will be same layout as the low once its unwrapped in 3d coat ?
  3. ok so can I have both exported to each room.? I already have a low poly version of the same model made in blender and I wanted to re unwrap the low poly while creating new seams in 3d-coat and paint the high poly in the paint room and then bake the high sculpted normal to the low poly mesh. if you don't import a high poly mesh to the retopo room why does it say you have a range of 2-4 million polys that you can import to it to retopo and for that matter isn't that the whole point of the retopo is to use the base high poly mesh and build another shell around it so that it follows the same form as the high poly version ? I'm not trying to doubt what you are saying I'm just trying to understand
  4. Hey all, I just got 3d coat a few days ago and I've brought a sculpted mesh into the retopo room from Blender and after I got through everything it requires it crashes at the building mesh stage. I have tried several different models with the same result any Ideas? win 7 64 3.4 ghz processor 16 gb ram gtx 980
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