Member Schoening Posted February 24, 2014 Member Report Share Posted February 24, 2014 I am not sure what the technical definition is. But does 3D-Coat allow to create only half of the UV mesh, which is then "mirrored" onto the model? Current: Quote Link to comment Share on other sites More sharing options...
Member Schoening Posted February 24, 2014 Author Member Report Share Posted February 24, 2014 Idk why I didnt think of this before posting. I cut the model in half... Quote Link to comment Share on other sites More sharing options...
Carlosan Posted February 24, 2014 Report Share Posted February 24, 2014 Please try Retopo menu Virtual mirror mode = off Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted February 28, 2014 Advanced Member Report Share Posted February 28, 2014 I work with half the model, all the time. As long as the model is symmetrical, simply work on one half of it, with symmetry turned on and then make sure to 'Apply symmetry to the current layer' under the Retopo menu in the Retopo room. This will ensure that the UV is applied to both sides. Of course, you still may need to Unwrap and Update Islands, as necessary. It's a pretty easy thing to do in 3D Coat and one of the main reasons I love 3DC over most other programs. It's very painless to work with, once you get used to it. Quote Link to comment Share on other sites More sharing options...
Advanced Member ScrotieFlapWack Posted March 21, 2014 Advanced Member Report Share Posted March 21, 2014 Does anyone have some good links where I can find information on how to cut up a model for use in a game engine. I mean what is the most efficient way to retopo your model and then mark the seams for the UV's. I struggle with the poly count and marking the seams properly for good texture space. I want to know the best methods for estimating the poly count of models to work well in a game engine. Quote Link to comment Share on other sites More sharing options...
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