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Autopo limitation


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Hi I'm new
Has the autopo feature have a limit on the number of polygons? I imported a model from the Cinema 4D program consisting of several geometries (head, arms, legs, body...) into 3D coat sculpt mode to create one character sculpt, so using autopo created one separate mesh and saved the obj file, which I then want to send for 3D printing purposes. It works, but only with an insufficient number of polygons, if I increase the number of Required Poly Count, e.g. to 200K  the retopo mesh does not appear.

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Hi,

I don't know why doesn't it work when I increase value to 200k for example.

Any help?

13th Gen Intel(R) Core(TM) i9-13900K   3.00 GHz

RAM 128 GB

RTX 3090

Windows 11

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33 minutes ago, Tjava said:

Hi,

I don't know why doesn't it work when I increase value to 200k for example.

Any help?

13th Gen Intel(R) Core(TM) i9-13900K   3.00 GHz

RAM 128 GB

RTX 3090

Windows 11

It's possible that the algorithm doesn't think such a high count is necessary. Another reason in your example, may be that the tiny areas at the tip of the fingers have too many vertices sitting on top of each other. Perhaps the Auto-Retopo algorithm has a vertex distance limit? I am not sure as I have never attempted to go that high. With Auto-Retopo, the goal is to make it as simple for the Algorithm as possible. Throwing a lot of complexity at any Auto-Retopo engine is not a good idea, as you will get undesirable results most of the time, regardless if the engine is in ZBrush, or plugins for other major applications. You want to run Auto-Retopo to generate the lowest number of polygons necessary > use the SMOOTH (CC)...Catmul Clark Subdivision...tool in the ENTIRE MESH section of the Tool panel, to subdivide the model further, if needed.

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2 hours ago, Tjava said:

Hi,

I don't know why doesn't it work when I increase value to 200k for example.

Any help?

13th Gen Intel(R) Core(TM) i9-13900K   3.00 GHz

RAM 128 GB

RTX 3090

Windows 11

just tried 280000 and it worked fine

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Andrew said: 
Autopo may not produce too high polycount, make 50K, then subdivide.

But for printing I recommend usual decimation, this is essentially enough.

There is File->3DPrinting->Export and open in Cura that does the job, including voxelizing and merging objects.

I personally use it often for this purpose, I print often.

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