Advanced Member 3dCoatWannabe Posted April 19, 2011 Advanced Member Report Share Posted April 19, 2011 Is there a way to select polys with greater than 4 vertices in the retopo room? This could come in quite handy for fixing issues? It would also be handy to be able to select: 1 vertices 2 vertices 3 vertices 4 vertices >4 vertices An interface like the following works well in Lightwave: Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted April 20, 2011 Report Share Posted April 20, 2011 Look under the Retopo menu and you'll find Select faces. Like so: In 3D-Coat there are no polygons with 1 or 2 vertices / points. Quote Link to comment Share on other sites More sharing options...
Advanced Member 3dCoatWannabe Posted April 23, 2011 Author Advanced Member Report Share Posted April 23, 2011 Look under the Retopo menu and you'll find Select faces. Like so: In 3D-Coat there are no polygons with 1 or 2 vertices / points. I used your technique, and can see the ngons that are highlighted in these images. I know that there are some points where the ngons join together that are very slightly off (from fixing the problem in Lightwave). In Lightwave, I believe I merged the points together as there should really be a single point where the polys join. What is the best way to fix this in 3D Coat? BTW - in this case, I could find them easily. Is there a way to make the selection centered and visible if they are hidden somewhere? Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted April 23, 2011 Report Share Posted April 23, 2011 Unfortunately I don't know of any way to focus on the selection. It's a little convoluted but you could export the mesh from Retopo, open it in LightWave and fix the problem, then load it back into Retopo. Quote Link to comment Share on other sites More sharing options...
Advanced Member 3dCoatWannabe Posted April 23, 2011 Author Advanced Member Report Share Posted April 23, 2011 Unfortunately I don't know of any way to focus on the selection. It's a little convoluted but you could export the mesh from Retopo, open it in LightWave and fix the problem, then load it back into Retopo. As long as I don't lose anything in the process, that's ok, but ... maybe 3D Coat needs a few of the basic tools for repairing ngon issues? 1. What will that do to the UV map that has been created for the head I'm working on? I understand that UV maps have a one to one correspondence with points in the mesh. How do I then 'fix' the UV map (as there will be less points), or must I re-create it from scratch? It is for a head, so some work went in to it. 2. On a somewhat related question, if I have a mesh that does NOT have a UV, could I just import it into the Reotop room, and then setup a UV map for it? Would that be the way I'd start the process? I haven't created a UV in 3D Coat before. It's one thing to say in the manual: The UV tools for the Retopo room have been expanded to include every UV tool from the UV room in 3D-Coat. You can find infor- mation on each of the UV tools inside the Retopo room in the UV section of this manual. And yet another to give a workflow where I'd know which UV tools to use (from Retopo room, from UV room) and where to start the process of creating a UV for my mesh? 3D Coat obviously has the power to do all of this, but sometimes for a new user, it's a bit confusing to know where to start, the workflow to move from one room to the next (or use the same tools in two rooms like Retopo and UV rooms). Thanks! Quote Link to comment Share on other sites More sharing options...
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