Lauri_
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Posts posted by Lauri_
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19 minutes ago, Tony Nemo said:
It appears that you want to create a seamless material. I would just cover the face with polygons and bake that. You wouldn't export an object but only its materials.
No. I'm pretty sure you misunderstood me. I'm not talking about materials here. I just want to create retopologized mesh that has the outline shape of that brick wall piece. It currently has 3710 polygons (Because its built from brick pieces) which is a bit too much.
Here's another screenshot: http://imgur.com/a/CI0Go
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I've got this piece of brick wall that I would like to re-topology so that faces that are hidden wouldn't have polygons. Just so that game engine wouldn't need to draw those unnecessary polygons and stress the scene for nothing. What tool would I need to use?
Here's the mesh I'm talking about:
http://imgur.com/a/4UOhk -
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1 minute ago, Carlosan said:
Hi !
The Scene Scale is = 1 ?
Hi!
Sorry, I'm beginner with 3dCoat so I don't know where to check that.
On a side note I noticed that my other sculpts did Auto-Retopo fine, so it has something to do my sculpt. But I don't know what's the reason.
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I've used Autoretopo successfully for a while now but today I stumbled into a issue when I'm telling 3Dcoat to create mesh which has around 5000 polygons and it creates something that has 100-200 polygons.
Here's short demonstration about it:
Creating retopology from brick wall
in General 3DCoat
Posted
So the autoretopology wont work in any way? I tried it quickly but it seemed to just recreate the individual bricks again.