Member seven6ty Posted August 25, 2020 Member Report Share Posted August 25, 2020 So I tried creating muscles in the Sculpt room, and export them back to Maya. But they came in triangulated. I read that I would have to export them through the Retopo room, but they still came out triangles. I also read that I'd need to run a retopo on them, so I tried a few automatic tools, but it just seemed to make them worse, I didn't really want to specify an arbitrary number of polygons to end up with. I've got dozens of muscle tubes to export, and I didn't really want to have to manually retopologize each one. And I like the number of polys and the edge flow, so I didn't want to mess that up. I just wanted to get rid of the diagonal edges. The light brown lines are the original muscles I created. The green, blue and pink were after running AUTOPO -> AUTOPO, Instant Meshes (auto), and Old-style quadrangulation. They look horrible though. They all had options to set the final poly count, but I don't know what exact number I want, and I don't want anything to change, other than the diagonal connecting lines. Any clue on what I need to do to get these as clean quads? I couldn't find any tutorials on exporting muscles. They all involve exporting with a specific number of polys with the auto topology tools, or manually drawing detail onto complex shapes, involving a lot more work than it seems like elongated spheres should be. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted August 25, 2020 Report Share Posted August 25, 2020 Hi Export as Projected Quads will help. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted August 25, 2020 Reputable Contributor Report Share Posted August 25, 2020 You can try what Carlson said, though I rarely had good success with Exporting as Quads. Your experience could be different. Autopo with the right settings can be fast and do a fairly good job. Your muscles are not a complex shape. My Autopo settings and the result. It was only a matter of seconds to create the autopo retopo mesh. Quote Link to comment Share on other sites More sharing options...
Member seven6ty Posted August 26, 2020 Author Member Report Share Posted August 26, 2020 Okay, that's kind of what I was afraid of. With dozens of shapes, having to try a bunch of settings, for each one, a bunch of times, it's almost as efficient to just manually retopo them by hand. I'm really pretty shocked, as I had expected these to be UVed quads from the get go. Because, they're just elongated spheres. But like many things in 3D Coat, I guess I shouldn't have expected it to be that easy. :-/ Quote Link to comment Share on other sites More sharing options...
Member seven6ty Posted August 26, 2020 Author Member Report Share Posted August 26, 2020 Oh, and on a related note, does anyone know if it's possible to make only certain objects be wireframe? I know the hotkeys for changing everything wireframed, and I know that you can ghost certain objects, but I haven't been able to figure out how to set one thing to be wireframe, and everything else solid, smooth shaded. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted August 26, 2020 Reputable Contributor Report Share Posted August 26, 2020 Those are my general settings for most objects except the number of polygons. If you can share your file by pm, I can check on a method for you that is faster. It is worth a try I believe. I even run autopo on several non symmetrical objects at once but the models are not complicated. Quote Link to comment Share on other sites More sharing options...
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