Jump to content
3DCoat Forums

Search the Community

Showing results for tags 'retopologize'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General 3DCoat
    • Announcements
    • 3DCoat
    • Beta Releases
    • 3DCoat Printing
    • 3DCoat AppLinks testing
    • SOS! Only for urgent help
    • General Discussion
    • InstantLight Real Time Render
  • Galleries & Challenges
    • Finished & Wip projects
    • Official Contest
    • Community Challenges
    • Archived: Gallery of Finished Works
  • Resources & Development
    • Tutorials and New Feature Demos
    • 3DCoat Exchange Library
    • SDK, Plugins and Programming
  • Russian Forum
    • 3d Coat
    • Поддержка
    • WIP
    • Уроки
    • Предложения, вопросы
  • Gallery & Competition
  • French Forum - Forum Francophone
    • Questions relatives au Forum Francophone
    • Discussions sur 3DCoat
    • Tutoriaux
    • WIP Travaux en cours
    • Galerie Travaux Terminés
    • Hors Sujets et Créations numériques 3D / 2D associées
  • German Forum - Man spricht Deutsch
    • Fragen und Antworten zu 3D Coat
    • Tutorials
    • Stellenanzeigen

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL











Found 1 result

  1. Hello, I am new here to the forums. I am really hoping someone may be able to help me. I created a model using Zbrush, it was of course high poly so I used auto-retopology in 3D coat because I thought it would be easiest. What became of it was a model with clean topology, but way too much of it! Way too many polys than are necessary. I could have easily chopped down on them had I done it myself. So anyway, I chose to stick with the auto topo and try to edit it by removing highly retopologized areas with a lot of polys like the arms and legs. But the model was initially so small when it was retopologized that when I zoom in too closely the polys start to disapear. And it is near impossible to do from a distance. So auto did not work, I did it myself using the strokes and quads tool. Very clean and low poly, looked perfect. BUT!!!!!!!! When I smooth it in Maya LT, the skin looks horrible, tons of dimply areas, not totally awful but not preferable. So I decided to keep a low poly look with the edges. And of course, what happens!? When I animate my character, because of the sharp edges, black faces sporadically apear. So now I have no choice but to smooth my mesh. I want it low poly but I cannot live with how horrible it looks after I smooth it. PS sorry for the change in font. Also I have already tried adding edge loops in maya where I want to retain the detailed edges but still the eye sockets are the biggest issue I have.