New Member Tjava Posted May 16 New Member Share Posted May 16 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. Quote Link to comment Share on other sites More sharing options...
Oleg Shapov Posted May 20 Share Posted May 20 On 5/16/2024 at 11:26 AM, Tjava said: Has the autopo feature have a limit on the number of polygons? Hello! There seems to be no limit. I did autoretopo 200k and 300k without any problems. 1 Quote Link to comment Share on other sites More sharing options...
New Member Tjava Posted May 22 Author New Member Share Posted May 22 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 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted May 22 Reputable Contributor Share Posted May 22 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. Quote Link to comment Share on other sites More sharing options...
Advanced Member Elemeno Posted May 22 Advanced Member Share Posted May 22 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 Quote Link to comment Share on other sites More sharing options...
Advanced Member Elemeno Posted May 22 Advanced Member Share Posted May 22 anything about 300000 tris , it automatically deletes the polygroup Quote Link to comment Share on other sites More sharing options...
Advanced Member Elemeno Posted May 22 Advanced Member Share Posted May 22 i managed to get 200000 quads anything higher and it wont work Quote Link to comment Share on other sites More sharing options...
Carlosan Posted May 23 Share Posted May 23 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. Quote Link to comment Share on other sites More sharing options...
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