Jump to content
3DCoat Forums

Search the Community

Showing results for tags 'retopology room'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Development
    • Announcements and new feature demos
    • New Releases, Bugs Reports & Development Discussion
    • Linux Releases
    • 3DCoat AppLinks
    • Coding scripts & addons
    • Feature requests
  • General
    • General 3DCoat
    • Tutorials, Tips and Tricks
    • CG & Hardware Discussion
    • SOS! If you need urgent help for 3DCoat
  • Artwork
    • Finished Projects
  • Community
    • Resources
    • Marketplace
    • Contest
  • International
    • Brazil Forum - falamos português
    • Chinese forum - 3DCoat用户讨论组
    • Japanese forum - 日本のフォーラム
    • German Forum - Man spricht Deutsch
    • French Forum - Forum Francophone
    • Russian Forum
  • 3DC's Topics
  • 3DC's Tips
  • 3DC's Topics
  • 3DC's Paint
  • 3DC's Hipoly
  • 3DC's Lowpoly

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Google+


YouTube


Vimeo


Facebook


Location


Interests

Found 2 results

  1. 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
  2. So, I found a flaw in my mesh I wanted to fix: So I went to the Retopology room and tweaked it: Now that I fixed it in the Retopology room, though, I'm not sure which method I should use to export it to the paint room while preserving as much of the paint job as possible, I've tried a couple, but they all completely reordered the UVs so that the paint job is all askew. I could use some advice on the next step to take.
×
×
  • Create New...