New Member Val P Posted August 6 New Member Share Posted August 6 (edited) Basicaly title. I'm a new user, when I do Retopo via Decimation, there's no retopo'd mesh in the Retopo tab. It has been working at the beginning when I was just following tutorial, but then suddenly dissappeared. Weird thing is that it is same even if I start a new project. The funny part that the mesh is actually there, if I export it as an .fbx as example and import it in Blender, it's there. It's just isn't shown in the Retopo room. Please help! version 2024.22 Edited August 6 by Val P 1 Quote Link to comment Share on other sites More sharing options...
New Member Val P Posted August 6 Author New Member Share Posted August 6 I've managed to "fix" this by enabling View -> Show Retopo Objects in Sculpt Room, that makes Retopo mesh visible, but now I have to enable/disable it every time I switch rooms as I don't need it visible in Sculpt room. Weird. 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted August 6 Share Posted August 6 Hello You need to switch to Retopo Room, there all the mesh at retopo tap becomes visible. Sculpt High Poly model on Sculpt Room Create Low retopology on Retopo Room Bake from Retopo Room to Paint Room Modify any previously baked UVlayout on UV Room (if needed), -> Apply UVset and send it to Paint Room UV Room work as Paint Room extension. Paint Room <-> UV Room are synchronized automatically. Retopo room and UV room are pre process and post process of UV creation/editing. Hope this help 1 Quote Link to comment Share on other sites More sharing options...
Oleg Shapov Posted August 14 Share Posted August 14 2 hours ago, MargaretHaley said: how would I unite them into one mesh and re retopo them so the edge flow is correct? Load all parts of the retopo mesh into the Retopology room and then bake the whole mesh into a sculpt mesh using this command Then retopologize again. Let me know if you need details. Quote Link to comment Share on other sites More sharing options...
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