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Retop - What's going on here and how do you change it?


DustyShinigami
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Hi

I've just downloaded the latest version of 3DCoat - 2022.57 - and it appears the way quads are made when retopping has completely changed and... I don't like it. I can't seem to add points manually now and I've no idea how to control it. :-\ Is there any way of changing back to default? Or is there an option I need to change?

3DCoatGL64_WxcfclPXkn.thumb.gif.85f6e43283b8296cdda2c171bae66426.gif

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12 minutes ago, Elemeno said:

its due to the separate objects..

but when i merge the to one object ... it crashes..

Strange. Is that the retop you're merging or the high poly pieces? I've not encountered any crashes when merging retopped groups together in previous versions, but I can imagine merging all the high poly pieces would.

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55 minutes ago, Elemeno said:

high poly pieces .. it should be fine ..

I'll try merging them with the version I'm on, which is 2022.24

EDIT: Yep. It all merges together fine for me on my laptop. I've tried with Merge Visible and Merge Subtree. I do get some weird shading afterwards, but it's all fine.

Edited by DustyShinigami
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5 hours ago, DustyShinigami said:

How do you clean the mesh? I've not got the latest version on my laptop anymore; I reverted back to the version I was using before, the same as my university. But I've attached the file.

Files.zip 4.33 MB · 1 download

i cant replicate the bug... been trying for ages

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48 minutes ago, Carlosan said:

Some time ago you had the same problem as I remember, the model is so small.

 

your model is here

image.png

 

Try changing to fix scale on preferences -using this values- and import again,

image.png

Hope this help

Hmm. Zooming out it sure does look small, though it's all the correct scale in Maya. Does the scale need to be changed each time before a mesh is imported in? I'm never quite sure if it needs to be adjusted or not. Once I import all the retopped pieces back into Maya, everything matches up correctly. That weird quad issue hasn't been a problem with any other version of 3DCoat so far, just the latest.

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18 hours ago, Carlosan said:

Test this settings in Maya

image.png

Import/export size looks correct ?

Okay, I work in centimeters, so I need to set it from 100.000000 to 10.000000, correct? However, once I import the high poly into the Sculpt room, in a new scene, it's actually much smaller. And it's proven by importing my current retopo progress, which completely dwarfs it, haha.

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So I don't need to change from 100.000000 to 10.000000...?

EDIT: Also, do I need to change the scale amount and Measurement Units under Geometry in the Sculpt room? Otherwise, the high poly still comes in tiny, despite it being fine in Maya. Along with the retopo progress I have.

EDIT 2: Hmm. It seems like no matter what I do, the high poly I bring into a new scene remains tiny, but the retopo progress I import is huge in comparison. Both are fine in Maya. And that's with setting the new scene to Centimeters and the Units 100.000000. Likewise in the Sculpt Room under Geometry. :-\

Edited by DustyShinigami
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Yeah, I've just tried that, and it works correctly. It comes in at the right scale and everything. I believe that's what we were shown how to set up everything for retopology at the university too. But no, I haven't spoken to anyone about this there.

The thing is though, a moderator on these forums suggested I import the high poly via the Sculpt Room first before retopologising. Also, doing it that way allows me to toggle on/off the various pieces of the high poly. If I import them via the suggested method, it comes in as a single mesh.

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