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Found 7 results

  1. Hey everyone. Recently I started to learn 3D Coat and I was trying to practice with some tutorials, I started with two mannequins and put them in my desired position, when I tried to "Merge Sub-Tree (No Booleans)" one of my mannequins it merges with the other, has 4 arms and 4 legs, and if I merge the other one's sub tree happens the same. How can I avoid that? Consequentely, when I try to AUTOPO > Instant Mesh (auto) it only meshes the upper body of my mannequin. Also need help in that part!
  2. Hello, I'm using 3D Coat for a couple of months and there is something I can't find on any topic or tutorials : keeping sharp edges on a complex mesh. My workflow is : - sculpting in voxel all the parts of my mesh (let's say several steps from the stairs of an old temple) - merging them in voxel - finishing details in surface mode The issue is : when I'm merging the parts, all the edges are smoothed and lose their sharpness I was thinking about merging the parts once in surface mode, but the merging process is extremely long. I also tried Angulator Tool and Pinch Tool. Pinch Tool is working quite well but it's very time consuming when you have to produce so many assets for a project. Most of tutorials just say "increase dramatically voxel density before merging". Might work for a human size project but not for a whole building. Any idea ? :) Thank you in advance.
  3. If you have a hole that is not a usual hole shape(eg an L or U, a line shape hole if you will) these seem to have problems closing, especially so if you have a ring shape hole with outer and inner surface(within the same volume) and you want to merge/connect them as a single mesh, understandably this is something tools like fill holes and poly remove(with remesh after) seem to struggle with. In addition to that, if I have a surface with the edge chipped of, like... ___n___ where the n is missing data, I have noticed poly remove with remesh enabled also can struggle here. How do you go about closing/extending? I have tried booleans in the past with varied success, the muscle brush has worked the best requiring some extra cleanup work after, but struggles in some situations giving failed boolean operation often.
  4. In the sculpt room with Surface mode, I imported a mesh(too high for retopo room), there is a long line that is pretty much like a ring cut out, like a hole but with a surface within that hole. Close hole and other tools that would usually work in this case have trouble due to the extra surface within the "hole", how does one repair this? I have not had much luck with bringing the vertices together and welding/merging them. Some sort of way to pull verts/edges(pose tool or move seem to sort of work for this) then get the edges from both sides connecting(doesn't seem to be a snap/weld verts that works?) and flattening them in some way that they could combine into a planar surface, then repeating this to manually repair? Most of the approaches seem possible in the retopo room, any reason they're not available for Sculpt room? I noticed some brushes/tools have a real-time detection merge option but this didn't seem to work. My current solution has been adding a primitive cube that's been scaled and positioned to bridge the two sides, boolean add, tangent smooth to flatten it, deleting the sides of the bridged surface, and relaxing/remeshing the bridging surface(start/end have denser topology from flattened sides). If I repeat that process I can have better luck with tools for closing/patching the holes as it is more recognizable as a hole(doesn't handle it well if there are angles to the hole).
  5. Hello, last week I installed 3D-Coat. There are three things I hope 3D-Coat can do for me. 1) Freehand sculpting. Found it, it is fun to use. 2) Merging scanned files (.stl, .obj, .ply) to one object (recreating the original object from scanned faces of the object) 3) And last obvious if previous is possible; Edditing large .stl files as mesh. But also rescaling the mesh Probably it is simpel, but since I have looked into many other 3D software for other reasons I'm overwhelmed by keywords. Is there an introduction tutorial for point 2 and 3 ? Keywords which I should look up in in the manual? Thanks
  6. Hello. I am trying to make low ply objects for games (as a hobbyist and beginner) but i cant seem to find how i can merge the normal map from the sculpted mesh on to my retopoed version without the ugly result i get shown bellow
  7. Does anyone here actually use this feature and, if so, what benefit has it given you? I can't find a real use for it.
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