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blender to 3dcoat, dealing with edges


Innovine
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I am modelling in blender, and importing into the retopo room. I see that the edges show up pink, indicating that they are sharp. If I take the retopo mesh to the sculpt room, the results are definitely not sharp. If I put an edge split modifier on in blender, the edges come out sharp in the sculpt room, but I get weird ripple artifacts in many places.

Can someone please let me know the correct way to model say a cylinder in blender, and import into retopo room and then to sculpt room, so that the circular edges are shown as sharp as possible, while the straight ones are smoothed.

Edited by Innovine
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If you want to stay low poly in sculpt room, you can edit the shader to make it flat shading. 

Edge split modifier disconnects the faces,  it makes model look sharp but also breaks the model in sculpt room.  Sculpt room doesn't have auto smooth angle.

Edited by animk
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What I'm trying to do is get the low poly into retopo, then a copy into sculpt room to add some surface detailing, and bake that back to a normal mesh on the retopo object. It'd be nice if the sculpt looked like the retopo object when I start, then I'll add minor detail and add scratches and dents and rivets, etc

Edited by Innovine
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15 hours ago, Innovine said:

What I'm trying to do is get the low poly into retopo, then a copy into sculpt room to add some surface detailing, and bake that back to a normal mesh on the retopo object. It'd be nice if the sculpt looked like the retopo object when I start, then I'll add minor detail and add scratches and dents and rivets, etc

Try voxelize the object to high enough Resolution, switch back to surface mode, then add details.

 

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Innovine, if you can screen record your issues (and post the link here), it can really help us understand exactly what the source of the problem is, and perhaps we can offer faster/better solutions. Sometimes it's just one small setting or one small step that can make a big difference.

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