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Found 4 results

  1. 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).
  2. Hello! Playing around with 3d coat for the first time, I've created a face in zbrush, and now I'm looking to retopo and uv it. I've managed to finish the retopo version (the retopo tools were VERY nice to work with) with x symmetry turned on, it looks something like this: Here's the part I'm unsure of. I'd like to "commit" to the symmetry, and have one full mesh. (Similar to doing a duplicate of the half, mirror, and merge in other 3d apps). I tried out hitting the "Symmetry" button, which gives me these results, as you can see some of the edges along the symmetry line are no longer visible: With the UV Mark seams too, I can highlight edges that should be there, but no visual feedback indicates I've selected anything. Selecting the edges I can see turn green. What am I doing wrong? Thanks
  3. I have a mesh that some how a couple verts are not welded and have split ends. Not sure where it happened, in Blender 3D or 3D Coat after unwrapping? I had some issues in Blender with unwelded verts after deleting faces and adding new faces/loops. Anyways.... Can I weld vertices within the UV template preview window, from the retopo or UV room? It's a very tiny area on the mesh and there's no way in the viewport. I could use the applink back to Blender to weld. Just wondering........
  4. Hello guys, I just want to know if it's a bug or if it's me. I can't merge vertices in the Retopo room, from what i read on the forum i'm just suppose to move the vertex onto another one(that's become red). There's a special stuff to do , to make it works ? Because it doesn't worked here. Cheers, Pixo
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