DustyShinigami
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Posts posted by DustyShinigami
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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
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It is possible then. That's exactly want I wanted.
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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.
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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.
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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.
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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
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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.
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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
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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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I tried that but it still does it. :-\
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Both of those have helped. Thank you.
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Awesome. No problem.
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It's not a finger, it's the sole of a boot. :p But I've experienced this on other meshes I've been retopologising too. Even at the base of my character's torso. I've only included the head, neck, torso and hands of my character's anatomy as they're the only parts that will be seen.
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Hi
I keep having this problem when I try to manually add a Quad in the corner of the high-poly mesh... I'll add the four points, but as soon as I click the RMB, it gets converted into a tri instead. Is there any way to stop this from happening, or is it a bug...?
Sometimes, a quad will get converted to a tri just from modifying another one or adding a swift loop. :-\
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Hi
Are there any other tips or tricks someone could share to help get the geometry to sit better on a mesh when retopologising? At the moment, a lot of my retop work seems to sit through the mesh. This piece shows what I mean:
None of the faces/points are connected to any through the high-poly on the other side (that is a mistake I have been making though). I don't have the inside retopped. And I keep trying to use Relax and Snap, but if anything, Relax just makes it worse. When I've used Maya for retopping, the retop tends to sit more snuggly to the high-poly. And the relax tool, when pressing Shift, does a much better job. You can also adjust the offset in Max and Maya. Can you do the same thing in 3DCoat?
Usually adding extra edge loops can improve the retop and make it conform to the high-poly's shape/silhouette, but often I find that doing that doesn't make any difference - it still gets buried within the mesh. :-\
Thanks
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Okay. Thanks for the heads-up though.
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Hi
I've noticed if I hit my right mouse button, it brings up a list of commands. Is there a way of disabling this? Or can you customise it with specific options you want?
Thanks
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Awesome. Thank you so much.
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Hi
Is there a way to make the camera focus better on a model whilst retopologising? I'm trying to retop a pair of hands using symmetry, and when I rotate the camera to see around the side, the hand rotates away from the camera, making it difficult. :-\
Thanks
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Hi
I'm currently retopologising a high-poly mesh using 3DCoat. When deleting an edge (loop) is there a way of deleting the vertices with them? Whenever I use Del. Edges it only removes the edges but leaves the vertices, making the polygons n-gons.
Thanks
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Oh, cool. Thanks for sharing that. I could be wrong, but wouldn't that be an issue when exporting them out and loading them back onto the model in 3ds Max/Maya...? I take it it doesn't affect the UV cuts that have been manually done in a 3D software package...?
EDIT: Also, is there a quicker way of selecting whole islands when in UV mode? So far I'm only able to select individual faces.
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Hi
Is it possible to export a model's textures into one single sheet? I have a model all textured and ready to go back into 3ds Max, but when I try to export the textures, they're done individually. When the model was first brought into 3D Coat, all the UV islands were on the same sheet, but they could be isolated within Coat based on its material IDs.
Thanks
Help with manual symmetry
in General 3DCoat
Posted
Yeah, I mentioned I've been using General Case Axis.