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seven6ty

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  1. Oh, and on a related note, does anyone know if it's possible to make only certain objects be wireframe? I know the hotkeys for changing everything wireframed, and I know that you can ghost certain objects, but I haven't been able to figure out how to set one thing to be wireframe, and everything else solid, smooth shaded.
  2. Okay, that's kind of what I was afraid of. With dozens of shapes, having to try a bunch of settings, for each one, a bunch of times, it's almost as efficient to just manually retopo them by hand. I'm really pretty shocked, as I had expected these to be UVed quads from the get go. Because, they're just elongated spheres. But like many things in 3D Coat, I guess I shouldn't have expected it to be that easy. :-/
  3. So I tried creating muscles in the Sculpt room, and export them back to Maya. But they came in triangulated. I read that I would have to export them through the Retopo room, but they still came out triangles. I also read that I'd need to run a retopo on them, so I tried a few automatic tools, but it just seemed to make them worse, I didn't really want to specify an arbitrary number of polygons to end up with. I've got dozens of muscle tubes to export, and I didn't really want to have to manually retopologize each one. And I like the number of polys and the edge flow, so I didn't want to mess that up. I just wanted to get rid of the diagonal edges. The light brown lines are the original muscles I created. The green, blue and pink were after running AUTOPO -> AUTOPO, Instant Meshes (auto), and Old-style quadrangulation. They look horrible though. They all had options to set the final poly count, but I don't know what exact number I want, and I don't want anything to change, other than the diagonal connecting lines. Any clue on what I need to do to get these as clean quads? I couldn't find any tutorials on exporting muscles. They all involve exporting with a specific number of polys with the auto topology tools, or manually drawing detail onto complex shapes, involving a lot more work than it seems like elongated spheres should be.
  4. OMG, thank you so much! I've been reading through the 190 page manual, page by page, and it would've taken me forever to find that! Many, many graciases!
  5. So this seems more difficult than it should be. I've imported a skeleton, in Voxel Sculpting mode, and I want to use the muscle tool to create muscles on it. However, I also want to import the skin mesh, to ensure that the muscles are between the skeleton and the skin. I spent a lot of time trying to import this, after loading the skeleton. When I was just importing the skeleton at the default size, there weren't enough voxels to get detail in the ribs and such. So I auto-scaled it up. But then, I couldn't get my skin mesh to import at the right scale. The only way I could find to get around this was to check the "import without voxelization" option. Then, I'm able to get both of my models imported at the correct scale. In the Sculpt Tree, I create a new Layer. I now pick the muscle tool, under objects, and draw from one point of the skeleton to another. However, it doesn't create it on the select layer. It creates it on the skeleton layer, or on the skin layer. I'm not sure what turning the minus to a plus, on the left side of the layer does, as there's no pop-up info, but it doesn't seem to help. Does anybody know how to do this so that the muscle is it's own object, and not added to existing ones. I tried turning on ghost mode for the existing objects, so I don't accidentally pick them, but then I can no longer click on the skeleton to start a muscle on it correctly. Anybody know what I'm doing wrong? I couldn't find much of any videos or links on this problem when I looked. :-/
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