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Autotopo not working on my mesh!


jammer42777
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image.thumb.png.2d7fd8d05c9475a296a21a8b0a6e613f.png

so I got my mesh together when I attempt autotopo I get either no polygons or 3dcoat crashes. (instant meshes isn't nearly as good but it works) When I try autotopo on another mesh something simpler it works fine, not sure what I am doing wrong?

 

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can you share the mesh and retopo settings ?

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33 minutes ago, jammer42777 said:

there are the settings, I don't add any strokes

Maybe 10k polygons are not enough for 100% detail capture. If you disable Retopology hard surface, the result will be better?

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It didn't work I tried it at 100k  no dice.   I might try to remake it very simply as a lp model and then make a high poly.   I'm still learning,  been trying to get this done since February

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share the model by PM to take a look

or try scaling the project by 10 using scale master

and then this settings

image.jpeg

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thanks for sharing this

why is the model only on UV room ?

image.png

Autopo only works with sculpt models

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Have you seen this series of videos? helps to understand how the different rooms work

 

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  • 7 months later...
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I'm having the same problem.
A scene with 5 objects, some of them have incredibly complex shapes and they AUTOPO just fine, no problems, but ONE object will not retopo by any other means than the old style quad. Both AUTOPO and InstantMeshes produces no polygroups, no mesh, for this one object. I've tried exporting the whole sculpt into Blender, and back into 3dCoat in case there was some kind of object space issues, but that doesn't help. It's a perfectly simple object I see no reason why it consistently fails to retopo, regardless of settings.

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Even if I reduce the object to a tiny blob with zero detail or complexity, it will not retopo. I don't think it has anything to do with the shape, there must be something else about it.

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7 minutes ago, Gimbal said:

I don't think it has anything to do with the shape, there must be something else about it.

Try duplicating the sculpt layer and doing an auto-retro.

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Posted (edited)
On 4/11/2025 at 3:45 PM, Oleg Shapov said:

Try duplicating the sculpt layer and doing an auto-retro.

 

I feel like I've tried everything at this point, and there's some odd curse on the object.

I tried this:
Export the sculpt. Import it in Blender. Set all transforms to reasonable values (scale especially). Delete all excess data, like materials, uvmap, normal info, etc.
Export, and import the mesh into 3d Coat as a new voxel object.
Create a new sculpt layer and add a default voxel cube to it.
Check that the cube can retopo normally - no problem.
Merge the cursed voxel model with the cube layer. Now there should be no metadata or hidden things left, since the model has been changed to voxels and then moved into a fresh voxel model layer.
Retopo fails.

Ok, so I try just cutting a tiny piece out of the cursed voxel model, and merge that with a fresh cube. Retopo fails.

It's like, if there's the tinies piece from that model present in a voxel model, no matter how many times it has been copied/modified/imported/exported, even if I reshape it to a point where there's zero similarities, it will not retopo.

 

Edited by Gimbal
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Posted (edited)

Ok, so I kinda made it work by reducing the retopo polycount. If I set it to 200k or higher, no mesh. At 150k or lower, it will retopo.

It still doesn't explain how the small fragment of the object combined into another layer with a simple cube would not retopo at 50k though. It will retopo at 10k.

So is there a retopo mesh density limit relative to the voxel volume?

It would seem so, but no. If I make a fresh scene, add the small default cube and retopo it to 300k, it works fine. But combined with a piece from the cursed object, it will not retopo at 50k.

I've attached a scene file with a fragment of the cursed object in it. It will retopo at f.x. 50k, but not 100k

(It's not like you'd need that dense a mesh from this small fragment, but this is for testing the issue).

CannotRetopo.3b

Edited by Gimbal
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