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  1. Hi. How exactly can you select a specific coloured cluster of faces? What I mean is, I've added UV seams, so areas are separated into different colours - green for the front faces of the mesh, purple for edges on top, bottom, and the sides, and yellow for the inside faces - and I want to select just the front and edge regions so I can delete them. But using the Select tool, double clicking on any coloured region just selects everything. I've tried Unwrapping it all to see if I can select the Shells in the UV Preview window, but I'm not having any luck with that either. Thanks
  2. DustyShinigami

    Invert Selection?

    Hi Is there an option, tool, or shortcut to invert a selection of faces? I've tried looking through the list of tools and the Edit, View, and Mesh tabs, but couldn't see an option. Unless there's a specific shortcut? Thanks
  3. Have things drastically changed in 3DCoat since I last used it...? Has the Extrude option been moved? I've selected a ring of edges that I want to extrude, but the only option I see now is Smart Extrude. I thought there was a standard method of extruding? It has been a while since I last retopped something in 3DCoat. Again, I did see mention in an old thread that it's in the Command menu, but it doesn't show for me. I only have Add Geometry, Tweak, UV, Selected, and Entire Mesh.
  4. To this day, I still don't understand how you're supposed to delete UV seams and islands. I've gone through countless forum threads here about the same issues and I still can't figure it out. I see random pink and red edges despite deleting all UVs in Maya beforehand, I try selecting Delete UV Seams, Mark as Sharp, Clear Sharp, Join Clusters, though the lines are usually red instead of green, I've tried selecting, clearing, and deleting whilst in UV Preview, going to the UV tab, nothing ever seems to work. Also, where the heck is Commands > Clear Seams I keep seeing? I can't find that anywhere. :-\
  5. I don't suppose there's a way of preventing points/geo from automatically snapping to points that are behind it? I'm working on an item of clothing and I've had to add thickness. The problem is, every time I re-add/build the geo on the front, it keeps snapping to the geo behind. You can usually see/feel that snap when directly over a point behind, at which point you have to place it out the way, but sometimes it can still force it to snap through. I've tried unticking Auto Snap, changing the Snap type, and I have backface culling enabled, but nothing seems to work. Thanks
  6. I've asked this before, as I went and looked through all of my previous threads, though I'm still non-plussed. The reply I got was from Carlosan who linked a video. I think at the time I just dealt with the issue and couldn't be bothered going through the video due to how long it is. ^^; Apologies. However, going through that video now, to the part about adding Edge Loops and Mark Seams, I'm still not able to figure out how to remove random coloured polygons. They suddenly showed up after taking the mesh into Maya and then bringing it back into 3DCoat. And again, there are no UV islands; I've deleted them. But every new polygon I add now turns a different colour. But I've tried selecting Edge Loops and clicking, holding Ctrl and clicking, pressing Shift and clicking... I've tried Mark Seams and clicking, Clear Seams, Clear Clusters. And I've tried Join UV clusters. The line turns green, but it doesn't combine anything together. Also, is there a way of adding the UV Preview tab back into the Retopo Room? Going to the tab doesn't show any UVs anyway. Thanks
  7. Hi It's been a while since I last posted here, but I have a concern regarding the Knife tool whilst retopologising. I'm not sure if there's an option I need to adjust, but is there any way of getting the Knife tool's cuts to influence the low poly mesh so it conforms to the reference mesh? In other words, like the Split Rings tool, when you add a loop, it makes the low poly mesh conform to the reference mesh by pushing the loop out and matching the curvature and silhouette. All I get with the Knife tool are the cuts, but the low poly mesh remains flat. Thanks
  8. so i made a retopo of my high poly model then i used bake normals to make a uv but then i saw that i need to remake a part of retopo but now my verticies snap inside of the highpoly making it very hard to do something please help
  9. Hey Guys, Quick question. Does anyone know how to make edits or changes on imported retopo'd meshes? So for example, if I zremeshed/autoretopo'd an object in Zbrush and wanted to import it into 3DCoat to make edits on said topology, how would I go about doing it? From importing and having it available in the retopo tab? Thanks.
  10. DustyShinigami

    Export mesh without MTL file?

    Hi Is there an option somewhere that disables 3DCoat from exporting out an MTL file when you export out a retopologised mesh? I don't need it and it's a bit of a pain having to delete them every time. Thanks
  11. YannickGaudou

    Retopo a corbel

    Hello guys ! I hope you have a great day ! I have a question. I need to do lot of object similar to this corbel and make them game ready. So of course i did my HP mesh and now i need to do the retopology. My question then is : With maya, how will you do the retopology of this mesh? By hand? I'm not really used to do the retopology of complex props like this one so any help will be appreciated ! https://app.gemoo.com/share/image-annotation/568558142831206400?codeId=Mp1XgXqZdLbko&origin=imageurlgenerator
  12. Hi All, This is part two of how to build quick and easy terrains in 3D Coat. I go over working with higher quality Height Fields (4k) along with using adjustment layers to balance out specific areas or features that are added to the terrain design. Cheers.
  13. Hi all, I hope someone has an answer for this "problem" I am having. I have currently re-topologized a model inside of 3d coat 2022. I have pushed the smooth button and it looks great! Only one problem, it pushed my retopo from 410 quads to 3500. Is there a way to control this function? I have been searching for quite some time and unable to find anything. If I was able to use just %25 of what it gives me it would be spectacular!
  14. Here's a new retopology video, showing manual vs auto retopology with 3d coat.
  15. Hi, I've been learning 3D Coat and I'm loving it, but I can't quite figure out how to finish off the work done within the Retopo room. Could anyone tell me how I can do this? Thanks in advance!
  16. DustyShinigami

    Symmetry Issue

    Hi I seem to have a bit of an issue with the Symmetry whilst retopping my mesh. I've double checked in ZBrush, and apart from the alphas/tertiary details up the middle/centre of the head, both sides are symmetrical. I even tried the Modify Topology > Mirror and Weld tool for both the model itself and the small spikes. Apart from the tertiary details changing, the meshes on the opposite side didn't appear to move any. And yet, in 3DCoat, the opposite side isn't matching up very well. Mainly the small spike I've retopped on the right. :-\ What could I do to fix this? Thanks. The face doesn't always appear to fit in the outline either.
  17. DustyShinigami

    Smart Retopo

    Hi I guess this could be more of a feature request, but is it possible to make a quick ring? Similar to how you can do it with ZBrush's ZModelerGuide brush...? With that, you can make a stroke, and then holding Shift, it will make a ring around an object. That would be quite useful for my dinosaur's tail. As it currently is, is there any way of continuing a loop with Smart Retopo? Whenever I release the mouse button, there's only half a loop made, and I can't seem to continue it. It just makes a new curve, and the faces made in the middle end up stretching across to the new curve. Can you add new points in the curve too? I can only move the end point it seems. Thanks
  18. Hi, I bought 3D coat based on a peer recommendation for its retopology/UV tools. Is there a good and thorought guide on how retopology and UV tools work in 3D coat with an import from Zbrush? I searched a bit on youtube and found some but not knowing if these are using the latest version of 3D coat I'm not sure if they're relevant. Any recommendations?
  19. Hi After previously bringing back in a retopologised mesh from Maya, I noticed that the seams/unwrap I'd added were there along with a checker map. I'd switched off the checker map from Maya before exporting, so at first I thought it had been added from there. :p But then I noticed there's an option in 3DCoat's Retopo room to enable a checker map. However, now that I've started retopologising a new piece, and I've enabled it, no checker map is showing, and I'm not sure why. How do you get it to work? I'd love to be able to see one and see if it's clean whilst working. Thanks
  20. Hi all.. mediocre texturerer here so somewhat on the amateur side.. As you can see the attached image is a part to a model I've downloaded. Its triangulated to which I've unwrapped it myself in 3ds Max, though when imported into 3D Coat & apply a preset texture, the curvature map, calculates every triangulated edge & not just the physical corner edges. I have considered retopology but then I'd have to re-unwrap again which is more time consuming.. Is retopology the only solution around this?.. Thanks in advance...
  21. When i working on retopology sometimes i can see the topology on the back, so it is a bother me when working. I tried adjusting the Z-Bias ans Opacity value, but it doesn't seem to work out perfectly. Is there any option to hide that face or something?
  22. d.s.s.g.

    Mesh Trouble

    I am having some trouble with my manual retopo. For a project I did an automatic retopo, until I realized way later that this was a mistake and I should have just done it manually (I have to rig the character I am retopoing). I went back to my 3dcoat file and cleared the automatic retopo, thinking that would be the end of it, and started doing it manually. I realized that while my symmetry was working, I couldn't make a center line. Usually I can click on the "wrong side" of the symmetry plane and a point will automatically appear in the very center. This wasn't working for me on this project for some reason. I brought it up to my teacher, and he said it might be because the previous mesh I thought I cleared is still there. He told me to delete the polygons on the wrong side of the symmetry plane (which I am now realizing was not transparent like the wrong side usually is), turn off symmetry, then turn it back on. For some reason when I tried this, the symmetry plane would not turn back on. So he told me to close the program, open it again and reset my settings if needed. That seemed to work. The issue I now have is that there seems to be another distorted mesh underneath the new retopo I made. I am currently deleting the weird mesh polygon by polygon and hoping my retopo ends up ok. My question is: why did this last thing happen? If anyone could tell me, that would be great.
  23. Hi I have a problem with RFill tool. It doesn't fill gaps with quads properly.
  24. I have 3 meshes at the moment. the first 2 parts i did manual retopo now i want to just quickly auto retopo the third mesh but where i do i get the option. i know you get the option for auto retopo when you first import your model.but how do i do get it middle way through. sorry for my english
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