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Marcus

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  1. I'm sorry. I'm not importing the model to convert it as a voxel object. I am importing it as a reference mesh so I can retopologize it manually. Sorry for the miss understanding. Maybe I'm missing something.
  2. I use Zbrush for sculpting and I would like to retopologise in 3d coat. I have a lot of hidden areas in my model so I divided the model into polygroups. When I import the mesh into 3d coat for manual retopology, I see that it's not divided. I've looked through a lot of topics in the forum and saw that it is possible to to dived them. I'll quote what someone said in another topic. 5. If I am correct, you can not hide polygons by "polygon islands" (XSI naming) or polygroups (zbrush naming)? It would be great to be able to. This is what Andrew said. You can. Open UV-preview in hide tool and doubleclick on island. Can some one explain to me step by step on how to do this? I don't understand the 3d coat interface.
  3. I've just imported a different Obj file from ZBrush and it still did it. I attached a picture of it. You could see that the face is facing up and flipped to the right.
  4. I should have clarified, I want to import the mesh and turn it into voxels. But I tried that and no luck. It still does it. Should I post a screen cap of it? I wouldn't know the best way of posting a picture though. Should I post a link or as an attachment?
  5. Whenever I import meshes into 3d coat, they face the wrong way. For example, a face imported into 3d coat as an obj, it's face would be facing the y axis facing up. And I don't know how to deal with the translate settings. I also re installed 3d coat twice. I also use Maya 2011. Maybe I am doing something wrong in Maya. Please help.
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