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sm33ol

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  1. Thank you for the tip and the shader! I might try that next time. Alternatively, I found by accident that pressing 1 on the keyboard applies some very dramatic lighting to the reference mesh so it's very discernible. 5 will return it to normal.
  2. Ok, I've more or less found a way for the moment, by changing the viewport lighting panorama on the top right menu next to [Camera]. I found one with strong light coming from one direction only and I have been spinning it around to favour a certain side while I retopo that. If there are other ways to increase contrast, please let me know!
  3. Hey all. I'm looking to improve my sculpt to low poly workflow and I'm trying 3Dcoat for the first time. I'm trying to retopologise a decimated mesh. I'm having some trouble making out the detail of the imported mesh in the viewport however. The mesh has a white shader with an almost flat colour, no shadows or specularity to add contrast and make the volume more discernible. In the screenshot I'm including, you can see it is impossible to see jawline definition which the sculpt has. This is making it very hard to retopo properly. Contrast controls don't really help much. I've tried going in both the Paint and Sculpt rooms to apply a different shader, but I can't figure out how to make the reference mesh show up in the sculpt room, and I'm having trouble applying shaders in the paint room. If anyone could provide some assistance, I would really appreciate it.
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