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ggml

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  1. resample does not seem to make the shape smoother, it only splits the polygons
  2. how is it possible to subdivide a retopo mesh while having the new points snap to reference mesh as SplitRings would ?
  3. conclusion is that in this example there was no need to pack just verticaly flip the ref texture and bake
  4. the reason for this is that i had to vertically flip the texture for 3dcoat to display correctly on the ref mesh. how can i prevent this before 3dcoat?
  5. did what you asked. texture transfers with wrong uv (this is the reason why i thought i need to pack before bake)
  6. Carlosan, thanky you for the prompt reply i have watched the videos you recommended: this video (3 parts) is about manual retopology, mine looks like this: this video is about adjusting a model via scultping tools and then applying auto-topology my project has no need for auto-topology so as to answering you question, my goal is to transfer color texture from reference mesh to manual retopo mesh (of just one snail, not the whole model) these are the steps i took: 1) importing reference mesh: looks good, it is not split into 194 subsets, it is just one joined mesh 2) applying color texture to reference mesh: looks fine, you can see it in the attached image 3) constructing a manual retopo mesh: looks fine, you can see it in the attached image 4) unwrap retopo mesh: looks fine, you can see it in the attached image 5) pack the uvs, works fine while i am in UV room 6) apply uv's, when moving to Paint room, i get the prompt to update the uv's. this is when i get the crash what might i be missing ? latest work files https://we.tl/t-hEw5RLbjwB thank you, ggml
  7. latest exemple (one post up) is one joined mesh, uvs look fine, is it still broken ?
  8. sorry for confusion reference mesh uv's look fine now https://we.tl/t-hEw5RLbjwB i only need a manual retopo of a detail of the photogrametry, the one in the attached image i dont need autoretopo do i still need to sculpt the mesh ? am i missing a step ? do i need to clean the reference mesh before i use it to transfer the texture to a manual retopo ? how ? 1 reference mesh+texture 2 manual retopo 3 unwrap 4 pack 5 applyuv (crash)
  9. what does it mean to clean it up ? it contains one unified mesh from photogrammetry but, as seen in retopo of my file, i am after only a small part of the mesh. is thus the workflow i described correct ?
  10. mereged reference mesh moved to 4.9.20 still getting the crash at applyUV, in two distinct projects https://we.tl/t-8So01J7dvZ
  11. hi. beginner here, v4.9.17 doing a retopology from a photogrammetry, stuck on pack uv stage, twice. before i submit to Mantis, i want to make sure my understanding of the workflow is right: - import reference mesh & color texture - construct new topology - unwrap - pack UV (this is done in UV window, as i dont see the button in Retopo) - apply-uv (asked to update when i get back to Paint/UV) - bake i get a very reproduceable crash on apply uv step, for two different test cases. common denominator would be that both reference meshes are sourced from a photogrammetry software. second/simplified example of the issue is attached at https://we.tl/t-KRnLS0GEkj if i skip pack/apply, the baked mesh seems to inherit the reference uv map for colormap normalmap has no issue
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