New Member Zickar Posted March 24, 2016 New Member Report Share Posted March 24, 2016 Hi I want to learn 3D coat but I seem to be still lost in the concept behind voxels , I drew a primitive and cutoff some shapes in it but I want to see the topology of my model and retopologize it properly .. how do I do that ? Is there a way to exit the voxel mode and enter into a regular look mode where I can manipulate points and polygins ? So basically should I commit the voxels in anyway ? Thanks in advance for your reply and hope my question was clear Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted March 25, 2016 Contributor Report Share Posted March 25, 2016 When your sculpt is finished it ready for giving it a topology. There is autopo to let 3DC create the polygons or you can do it manually (recommended for animation) in "Retopo". When you are done, it's baked to the Paint room. You don't manipulate points in Sculpt. Surface mode (click the "V" to change to Surface mode) has more tools for sculpting but at no point will you be manipulating points. Quote Link to comment Share on other sites More sharing options...
New Member Zickar Posted March 25, 2016 Author New Member Report Share Posted March 25, 2016 Thanks for the reply , works great but how can I then move that AUTOPO version once it's done to a new sub-object in the vox tree ? because right now it only seems to exist in the retopo objects panel Quote Link to comment Share on other sites More sharing options...
Moderator Daniel Posted March 25, 2016 Moderator Report Share Posted March 25, 2016 Thanks for the reply , works great but how can I then move that AUTOPO version once it's done to a new sub-object in the vox tree ? because right now it only seems to exist in the retopo objects panel Could you tell us what is your GOAL? What do you want to do, produce, etc..? That will help us to suggest you the proper/better workflow. Maybe (almost sure) you don't need to retopologize your model in order to put it back to Vox-tree... Quote Link to comment Share on other sites More sharing options...
Advanced Member arumiat Posted March 27, 2016 Advanced Member Report Share Posted March 27, 2016 Yes, 3Dcoat isn't a modeller, you don't work with individual vertices or polygons. If you want to reduce the density of your sculpt, you need to resample your object in the sculpt room. If you want to work with the polygons in some way (such as the retopologised model), you need to export this into some polygonal modelling software Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted March 27, 2016 Contributor Report Share Posted March 27, 2016 Yes, in doing things like the fold of skin over an eye, for instance, I will model the folds 'open' so I can reach them with manual retopo and then move the vertices/edges down over the upper lid in C4D. I then return them to 3DC to paint in their natural shape. Quote Link to comment Share on other sites More sharing options...
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