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DustyShinigami

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Everything posted by DustyShinigami

  1. DustyShinigami

    [Solved] Problem with symmetry

    Hi I've not encountered this issue before, but it's completely stumped me. I've made sure to make each part of my object symmetrical in ZBrush, put them in a folder, and exported only the visible ones. Usually, this has never been a problem. With this asset though, the symmetry line is completely off for each one. I know the symmetry point can be specified, but I want to know what could be causing this and how to fix it. :-\
  2. DustyShinigami

    [Solved] Problem with symmetry

    Sorry, I should've mentioned in the first post - this is for when I'm retopologising. However, I did try going to Import > Model for Per Pixel Painting, but that No Center Snap is already unchecked. Going into the Retopo room still gives me the symmetry line in the wrong place. BUT. I've just tried enabling No Center Snap instead, and that's corrected it. Thank you.
  3. DustyShinigami

    [Solved] Problem with symmetry

    I've tried playing around with picking the symmetry, or where the line should go, but despite it doing a relatively good job at keeping things symmetrical, it does mess up. It still fails to fill in a gap or two on the opposite side when I use Virtual Mirror Mode. I've also had the same symmetry issue with another asset. And you can clearly see the seam where the two parts have been mirrored together, and yet the symmetry line still wasn't on it.
  4. DustyShinigami

    [Solved] Problem with symmetry

    Sure thing. Here it is: https://www.dropbox.com/s/pgngll5wnzafou9/satchel_high.fbx?dl=0
  5. DustyShinigami

    [Solved] Problem with symmetry

    The symmetrical line is still off-centre even if I export the parts without putting them in a folder. Very weird.
  6. DustyShinigami

    Retopo - Snap Rotate

    Hi Is it possible, or are there any plans in future, to have an option to snap rotate an object? I want to be able to rotate something in increments of 5, or something similar, so I can get it at 90 degrees. Thanks
  7. DustyShinigami

    Retopo - Snap Rotate

    Awesome. Thank you.
  8. DustyShinigami

    [Solved] Retopo - High Poly Pieces

    Hi Is it possible to bring in a high poly that's broken up into different pieces? In order words, when you export it out of ZBrush as an FBX, and each piece is separate/split/unmerged, is it possible to bring those objects into 3DCoat with each piece on its own layer that you can turn on/off? If not, this is a feature I would love to see implemented. It would make retopping certain parts much easier! It just seems to bring the entire thing in as one object on a single layer. I've recently finished retopping a character's hair, which is made up of multiple clumps, but due to pieces overlapping, or the camera's view being obscured, it's made retopping a lot of areas very difficult and awkward. :-\ I did try importing those separate pieces into Max and Maya, and then grouping everything, but Coat doesn't even bring everything in as a group. Thanks
  9. DustyShinigami

    [Solved] Retopo - High Poly Pieces

    Thanks for the link. Though those 2 methods seem a bit... confusing...? I haven't used the sculpt room before either. However, I've discovered another way. Once the mesh with all its individual meshes are brought into the scene, you can go to Windows > Panels > Surface Materials, and all the parts are listed there. Then you can turn them on/off as needed.
  10. DustyShinigami

    Retopo - Flipping a mesh

    Hi To speed up my workflow, I sometimes try to clone a part of my retopology. However, for something that's on the opposite side, and I can't use symmetry, is there a way of flipping it? I've tried selecting the geometry and duplicating it into a new layer, and then going to Retop > Apply symmetry to current layer, but it doesn't appear to be doing anything. :-\ Thanks
  11. DustyShinigami

    Retopo - Flipping a mesh

    Sadly, this doesn't work well for me in my situation. Because of where my asset is in world space, it's at an angle, so it's not perfectly straight and in the centre. :-\ I think I mentioned in one of my other threads, that even with General Case Axis, I can specify where the symmetry plane will be, but no matter how straight I try to get it, and with the help of rotation, the mirrored side is always 'off'. It overhangs.
  12. DustyShinigami

    [Solved] Retopo - Hide base mesh

    Hi Is there a way of hiding or making the base mesh transparent when retopologising? Not the newly created geometry, which appears in layers under Retopo Objects, but the high poly mesh you import? Sometimes, parts of it can get in the way, and it makes it difficult to see or connect vertices together whilst retopping. Thanks
  13. DustyShinigami

    [Solved] Retopo - Hide base mesh

    Perfect. Thank you.
  14. DustyShinigami

    Help with manual symmetry

    Hi I've been trying to play around with adding manual symmetry to specific regions of an object. With the General Case Axis. I pick two spots/points on the X axis, and the symmetry line looks to be in the middle, but the right side is never correct. It always ends up being 'off' at an angle. I'm not sure if I'm approaching it right... Even using the Rotation doesn't help. These objects are not perfectly centred in the world - they're at an angle, and part of an accessory on a character. But I would still love to be able to use a mirror/symmetry to speed up the workflow. Is there anything I could do/use...? Thanks
  15. DustyShinigami

    Help with manual symmetry

    Do you mean under the Sculpt Tree or the Retopo Objects...? There are several pieces as part of the high poly I'm using, so it's just one object. No sub-parts/children.
  16. DustyShinigami

    Help with manual symmetry

    Yeah, I mentioned I've been using General Case Axis.
  17. DustyShinigami

    [Solved] Retopo - Update High Poly

    Hi Is there a way you can update a high poly mesh during the retopology process? What I mean is, say you've made progress retopologising a mesh, but there are things you added to the high you regret, like accessories, and you want to remove them from the original sculpt... Can you then export the new modified mesh out and load it into 3DCoat and carry on where you left off...? With the new retopped geometry snapping to the updated mesh...? Thanks
  18. DustyShinigami

    [Solved] Retopo - Update High Poly

    It is possible then. That's exactly want I wanted.
  19. DustyShinigami

    [Solved] Retopo loop color

    So you can only modify what colour 3DCoat will use...? You can't manually assign colours to a loop/edge flow where you want it...? If that's the case, at least there's still the UV seam workaround. At least by adding where seams will be, it'll assign a new colour where you want. It's just to help me practise and learn good topology flows based on references I'm following.
  20. DustyShinigami

    [Solved] Retopo loop color

    Awesome. Thanks for the heads-up. Only problem is, I'm not sure how it works. I've selected a face and picked a colour, but nothing happens. I've even tried picking the colour and then adding a new face, but it doesn't change to the colour.
  21. DustyShinigami

    [Solved] Retopo loop color

    Sorry to resurrect an old thread, but is this a feature that's been included yet? I would love to mark different portions of my retopology in different colours. If not, the seam workaround does the trick.
  22. DustyShinigami

    Retopo - Flip Objects

    Hi Apart from Symmetry, is there a way of cloning a piece of geometry whilst retopologising, and then flipping it as though it were mirrored...? Sometimes, if I have an object that's asymmetrical, Symmetry doesn't work very well. I'd like to be able to clone some of the geometry, flip it, and manually position it. Thanks
  23. DustyShinigami

    Retopo - Flip Objects

    I'm afraid I'm even more confused now. :-S I've seen mention about adding different Retop Groups, and I can't find any option for this. In older versions, there was a double arrow - left and right - that applied a new group...? But I'm not seeing that in my version. At the moment, my object only has one group anyway - the default green.
  24. I'm not sure if this is another bug, or if there's some threshold you can adjust, but whenever I try to move some points to tidy things up, particularly with thinner edges, they seem to automatically snap and merge together like this...
  25. DustyShinigami

    Surface problem with pyramid shape

    Hi I'm currently retopologising some brass studs that are in the shape of pyramids. However, I'm having problems with the tip. I've tried different ways of approaching it, such as having tris all the way around, and quads. I've tried giving it support loops to make the edges/angles harder, but I still keep getting these problem once it's imported into Max: The top faces always look like they've collapsed into each other The bottom edges always have these pointy anomalies going round. Does anyone know what's wrong or how they could be fixed...? I've tried adding enough support loops so it matches the high-poly's shape/silhouette... :-\
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