Search the Community
Showing results for tags 'high poly'.
-
Retopo mesh changed scale after importing to Blender
Quendee posted a question in Questions & Answers
Hey there! I must admit, I'm 3d noob, so I hope my issue is not too trivial. Anyways, I couldn't find any similar topic on this forum, so here it is: I have imported high poly mesh (made it before in Blender) to retopo room. Performed retopology, was quite happy with the result. I got back to Blender project with highpoly sculpt, imported lowpoly I've done in 3dCoat to perform UV unwrapping etc as I learned it before in Blender. Buuuut imported low poly is ENORMOUS. It's scale in Blender is 1 though - just as highpoly, but well, the size difference is definitely HUGE. Is there any way to find out how much scaled up it got in 3dCoat, so I could scale it down by this value in Blender? How could I prevent such situations in the future, how to import high poly mesh without changing it's original scale? *working on version 2023.28 -
Currently when you turn on sculpt mesh in the modeling room it will create a sculpt mesh for every poly group. Instead it should only create a sculpt mesh for the current active layer or even just visible layers. Because if you have a layer hidden it will create an empty sculpt layer and that just clutters the sculpt tree.
-
Hey everyone, I've been doing daily sculpts and so far I've kept my work completely in 3D Coat. And, rendering in 3D Coat just isn't cutting it anymore (for what I'm trying to do, I think it is a nice feature overall). I want to get my work into Cinema 4D and render with Octane. Basically, I want to do a High Poly sculpt, texture it, and then get it into C4D. Automapping High Poly sculpts in 3D Coat often leaves me with a lot of seams. So, any tips to help with that would be appreciated. And, I also have a very hard time getting the auto re-topology working. Here is my current best idea: 1. Create new layer and merge visible to get all my sculpting layers to one layer. Then, smooth/fill problem areas. Export as OBJ. 2. Use Decimatation Master in ZBrush. Export OBJ. 3. Go Back to 3D Coat and map the UVs. Export OBJ. 4. Export the High Poly sculpt from 3D Coat and then go to Knald to bake Height/Displacement, AO, Curvature, and whatever else I might need to the Low Poly OBJ. 5. Go Back 3D Coat for painting textures. (optional before painting: Bake the shaders I used during sculpting to the low poly - which works decently) 6. Export to Cinema 4D. This workflow gives me decent results without losing too much of my original detail. But I wonder if there's a better workflow. I want good results, but my priority is definitely speed. I'm doing sculpts everyday, and adding too much to my workflow will only wear me out. IDEALLY, my steps would be: 1. Sculpt in 3D Coat 2. Paint on High Poly Sculpt in 3D Coat 3. Magically Export High Poly, painted sculpt to C4D So, please help me find a way to get my High Poly painted sculpt into C4D as quick and dirty as possible (well, not too dirty). I also invite you to check my stuff out: https://www.instagram.com/count.joshula/ Thanks for reading! -Josh
-
Ok so I am a user who prefers blender for modeling and 3d coat for texturing, however i want to just make the model in blender and do the rest in 3d coat. so baking, uv mapping, and texturing. for the life of me i cant seem to understand this in 3d coat.. is there a step by step process i would need to do so i can import low poly, uv map it import high poly and bake it onto the model and move on down to the paint room to finish off? i basically have to skip the baking part and do it in blender or do the uvs and bake in blender.. which i really dont want to do. Thanks for any help you can provide!
-
So I merged multiple 3D Coat files into one scene. When I press 6 (low poly on), everything is positioned correctly, but when I press 6 again (low poly off) it changes the position of the objects. I'm trying to get everything positioned correctly for the Render room. Is there a way to get the high poly objects to go to the same position as the low poly ones without moving everything in the transform room part by part?
- 2 replies
-
- importing multiple objects
- render room
-
(and 3 more)
Tagged with:
-
how would further reduce the poly-count of an already textured and retopoed mesh? its already quite low poly, but how can i make it even more low poly? can i perhaps do a kind of 2nd retopo? if so, how? ty