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  1. Hey guys, I have the same problem as a while ago. Scaling on the model is ok, scene scale, measurement units, etc. everything fine. After unwrapping the upper body part I want is only 4.45x3.75cm large. I am really desperate right now. This has to work. I have some customers for made to measure garments. If I don't solve this it's really bad. Amethysta_1.3b Body.eps
  2. I have noticed with a mesh I import with bad geo, decimate does not help much, but when I tried enable proxy with Decimate 16x, it made a much nicer topology(lost detail aside). Unfortunately I cannot seem to replicate this proxy decimation(decimate 16M mesh to 1M is not same results). I can use the clean clay brush and manually get similar result, but would like this decimation approach proxy feature uses vs current decimation method.
  3. Hi, Is there a way to instruct 3D-Coat to explicitly triangulate a mesh exported from the retopo room? I need this because I want to use the model in Unreal Engine 4 and Substance Painter, and both use different algorithms for triangulation. I've tried triangulating the exported model in Blender, but that just made it "blocky". Cheers, Dave
  4. Hi, I was wondering if the following workflow is possible: 1: Sculpt a model using voxels and/or surface tools. 2: Use Autopo to give a nice quad topology to the mesh. 3: From the Retopo room, send the retopo object back to the Sculpt room, so you can sculpt on the retopologized mesh. I guess a workaround is to export the retopo mesh and import it into the Sculpt room, but I hope that isn't necessary. Thanks, Metin
  5. Hi all! New to 3DCoat, so I might be doing something wrong, but there's these weird speckles on my retopo'd model. Any ideas as to what went wrong?
  6. So I imported a low poly model and cut off a small portion of it. But when I unwrap it the UV Map is completely different from the original one and when I import the texture it had before it's all messed up because it doesn't fit the new uv map. So is there a way to make changes to a model and still have the original texture wrapped around where it was before? It's really frustrating not being able to keep the models original texture after unwrapping.
  7. Hey all! Just jumped into this program today and curious how to achieve something I was hoping for. I am creating a model of a small fish that I sculpted in Zbrush and have moved into 3d Coat for retopology. I wanted to make the thin bits such as the fins and whiskers only one sided, to conserve polygons and to see how the effect turns out. So, in the end those pieces should be a flat plane rather than a 3d mesh, if you get what I'm saying! I've seen this done for strands of hair etc. This model will be tiny how I'm planning to use it so there's just no point in having them be full bodied. I can't seem to finish the mesh how I would like to. For instance, since I can't hide the reference mesh (I've tried going into sculpt mode to hide bits of it, but it does not show up in that mode) I can't close the holes around the parts I decided I wanted to make 2d. Also, I'm not sure how to even handle the tail fin in a way to put the quads on and then either merge the 2 sides or somehow be able to create quads between the reference mesh? I've also tried exporting the retopo mesh I have at the moment and loading it back in to continue making quads without the reference obj, but it was greyed out and wouldn't let me add any quads or do seemingly do anything. First pick is with reference mesh, 2nd pick is me loading my exported retopo mesh back into 3d coat and trying to edit it. Any ideas / information would be greatly appreciated!!!
  8. Hey folks, I have a question about Exporting Textures. So, I have a finished model that I have unwrapped and UVd and then painted in the paint room. But when I brought it into Unreal I am not happy with the resolution of the texture and I am already at 8k. (was hoping to get it all on one UV) Now I have gone back and split the model into separate pieces and am hoping there is a way to import them individually and bake/apply the previous painting I did to that section, OR. Do i need to paint all these separate parts again? please say it isn't so!
  9. Hey guys, I was trying to get a catsuit pattern in Marvelous Designer since it has flattening capabilities. Problem is, you apparently cannot draw seam lines on bare skin as I need to do. It would be a massive advantage to do it in MD, since you only need body measurements which can be edited on the model (no complete 3d scan necessary). Can you give me a simple procedure to draw a similar avatar in 3dcoat with defined measurements as in the attached picture? Please mind that I have nearly non existant drawing skills. Just used 3dCoat and Retopo Room for pattern creation before.
  10. Hello everyone. Id like to ask if there is some specific commands for retopo room. 1)Is there any way to weld points by distance on selected layer in retopo room? I find my self in need to weld alot of point after doing retopo in 8-16+ symmetry mirror mode, that for some reason left separate after applying symmetry in virtual mode, regardless of mirror snaping value. 2)Is there any way to scale object along custom axis, or anyway to control values of Transformation Gizmo (RetopoTool::TopToolSelectAndOperate)? This type of macro saved me alot of time, flatten selected faces along any global axis. cmd("$[Page2]Transform"); SubstituteInputText(0); cmd("$CubPrimClose::ScaleZ"); But ether i am doing something wrong or else, i could not find anyway way to operate Gizmo through script. Closest clue i found was PrimRotateX/Y/Z, but it seems it have no effect on further spawned gizmo but only mesh in Voxel room. As well as cmd("$CubPrimClose::Rotate") doing nothing with Gizmo and rotating object regardless of "Move only Gizmo check box". I would be eternaly gratefull if anyone shed light on my issues or atleast gave me a hint. PS. Is there a way to get an object under cursor similar to this float x =GetMouseX(); float y =GetMouseY(); bool ScreenRayPicksObject(float x,float y) but to actualy select it, cast it to vertex/edge/face. and get normal ,position, center mass etc. Or a way to acces array of selected object and run script for each of them.
  11. Scenario: I import a high poly model for retopo (Out of Zbrush). Halfway through retopo I find issues with the high poly model. I go back to z-brush, update the sculpt and export a new high poly model that is mostly the same as it was previously with just a few areas updated. Question: Is there a way to replace the old High-poly model in the retopo room with the new updated high-poly model without losing all the retopo work I had done?
  12. I am in the process of retopoing one of my meshes and I am needing to use the primitive tool in the retopo room. I create the primitive and fit it to my base mesh and then hit apply, multiple times following the exact process shown on the 3d coat youtube tutorials. When I switch to a different tool the primitive mesh disappears. I have watched multiple videos showing that once apply is hit the geometry is supposed to remain in the viewport, however, that is not what I am experiencing. I can't seem to find anything online as to why I am getting this problem and it happens with the both the primitive tool and the premade RtpModels on the right hand side of the interface.
  13. After using primitives for retopoing a tube/pipe thing and when I was unwrapping uv seams I noted some islands that does not correspond to the visible geometry, when I select the islands they are visible, I have no way to delete them I even tried delete all other faces trying to view from different angles this faces but they are not just flipped faces they are not visible in any way or selectable, as I said only selecting the uv island they turn visible, their edges in yellow, as you see in the capture, thanks for any help.
  14. Hey all. I'm looking to improve my sculpt to low poly workflow and I'm trying 3Dcoat for the first time. I'm trying to retopologise a decimated mesh. I'm having some trouble making out the detail of the imported mesh in the viewport however. The mesh has a white shader with an almost flat colour, no shadows or specularity to add contrast and make the volume more discernible. In the screenshot I'm including, you can see it is impossible to see jawline definition which the sculpt has. This is making it very hard to retopo properly. Contrast controls don't really help much. I've tried going in both the Paint and Sculpt rooms to apply a different shader, but I can't figure out how to make the reference mesh show up in the sculpt room, and I'm having trouble applying shaders in the paint room. If anyone could provide some assistance, I would really appreciate it.
  15. Hello everyone, I am new to 3dcoat and am currently using the demo version. Sculpting is amazing but autoretopo isn't working on all the models, some very simples ones made of spheres don't turn into polymesh spheres, instead I get nothing. Can someone help me?
  16. Kia ora As a total novice that just watched a few video's on Youtube to try make some choice's Can I import a model to detail using Voxel sculpting and bake that updated detail down onto the surface model I did not touch? eg; use the imported surface model as the low poly with it's current UV's
  17. Hello all. I have a model I created in ZBrush, from which I made a "low poly" version (~60k faces) using ZRemesher followed by some manual editing in 3D Coat. I am using the latest stable version of 3D Coat, 4.7.24. Now I am trying to make UV seams on the low-poly mesh in 3D Coat so that I can texture it. I have it in the retopo room as a retopo object. I am trying to use the UV Mark Seams tool with the 'edges' selection, but even with with number of segments set to '1', I can mark, at minimum, 3 edges at a time, which automatically follow along the edge loops. Since this is my first time trying to make UV seams manually, perhaps this is intended for a reason I am unaware of. But there are points where I would like finer control if possible. Is this a bug, am I doing something wrong, or am I misunderstanding an aspect of creating seams that accounts for this 3 edge minimum selection? Thanks for taking the time to read my questions
  18. Hi there, I'm trying to bake my sculpt model to low poly mesh by "Bake w/ Normal Map (Per-Pixel)" but baked maps has strong noises on any Materials. this is sculpt mesh. (sorry for poor mesh, this is my best.) and this is baked mesh on Paint room. diffuse and normal map have strong noise.. (it should say dithering?) what happen on my 3d-coat? I'm using ver4.7.26(GL) Alienware 17 R2 w/windows8.1 64bit thanks,
  19. I am attempting to bring into 3d coat a high poly model, to which i will want to retopo, followed by painting onto the high poly to then bake down to the low poly. How do I bring in the High poly model into 3d coat to allow me to do these steps? The high poly model is not unwrapped or has its uv's laid out, but I am told that this is not required when it comes to painting onto the high poly to then bake down to the lower.
  20. Hello, I am a Maya user recently learning 3DCoat, and this is my least -but surely not last- newbie question: I am following this tutorial series, pretty good: I am making a simplified version of the hammer, without the cord and the ring. Anyway, I have already done my retopo, everything working fine there, until I want to make my UVs. The problem is, I can't create UVs at all, I have 2 circular island automaticaly created from the sphere object used to retopo my gem at the bottom, and I can delete those, but I can not make any other UVs. I am supposed to hit "unwrap"... I have tried selecting every layer, selecting the polygons, selecting the entire object, I hit "unrap" and nothing happens. Also, my objects is not showing on the UV room -shoul it be there if I don't have UVs?-. I am using 4.7.10. Thanks in advance.
  21. Hello all. While testing 3dcoat for our pipeline, I ran into an issue. I have a voxel sculpt, I have a mesh for retopo created in maya with a 3 tiles uv layout. I'm trying now to export a displacement map using a retopo mesh created in maya with 3 UV tiles. I figured out to load the maya mesh with the uv tiles correctly converted to uv sets in the paint room... but I can't for the life of me figure out how to import it as a retopo mesh with 3d coat creating UV sets per uv tiles. I'm RTFM but couldn't see a solution there, and the videos online didn't solve the issue either. I'm sure it's very much a newbie question. But any help would be greatly appreciated. T.
  22. Hi everyone. I have 3 video series on Udemy.com. All at half price thru end of January. They have about 950 total students and out of 80 reviews I have an average 4.5 out of 5 stars. I'm quite proud of that rating. I taught Coat for the last 4 or so in my classes at an art school where I direct the animation program. I love this program - the biggest secret in 3D lol. Here are the links and coupon codes if you're interested. Peace. Scott Coupon Code: SCULPT2017 https://www.udemy.com/3dcoatquickstart/ Coupon Code: RETOPO2017 https://www.udemy.com/retopology/ Coupon Code: HARD2017 https://www.udemy.com/3d-coat-robots/
  23. Hey, My paint objects after Retopoing a Voxel Sculpt isn't creating a model when I move into the Paint Room. A Paint Object is created in the Paint Object window, but there's no model displayed in the display window (Other than the Voxel Sculpt which isn't a Paint Object). It's odd, I've exported the OBJ from Retopo and when I open it in other programs, the polygon/triangle count will be displayed, but no model is visible with no way for me to edit it. I've also tried exporting the voxel sculpt as an OBJ, with the same result. An ghost model, that has a UV map and a polygon count but no visible or editable mesh. Any Ideas? I've created new projects and haven't run across this issue again. It's only one of my projects causing this issue. Any help would be awesome, Thanks.
  24. Hi! I'm not absolute newbie to 3Dcoat (using it mostly for Retopo and UV mapping since 2015) but not an expert either so i need help :). Currently i can't find solution for one problem. I have 800k polys mesh (5 mil polys photogametry scan decimated in zbrush and exported with UV map) which I'm doing retopo on in 3DCoat 4.7.x (i need to do it manually since no automatic mode gives me good enough results) and all is going nice and smooth (i love Quads tool :)) except the fact i can't find way to display my main mesh (retopo background mesh) with it's TEXTURE ? I have hi poly mesh (that 800k polys) which has 8k UV map for color/normal/spec i need to see that texture in OpenGL while i'm doing retopo because some parts of mesh need polyflow based on texture colors. Is that possible somehow in 3DCoat? All i can get in Retopo room is modes from 1-9 and neither of them shows Texture on background mesh visible but different modes of grey/specular/wireframe? Thanks
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