This gave me a lowres retopo mesh (which incidentally preserved the UV unwrapping I had done in blender) and a high res sculpt mesh that overlayed eachother exactly how they were in blender. Viewing the model in the UV room reveals that UV sets for the Paint object do not align with UV sets from the Retopo room. UVs will be automatically auto-scaled within that set in sake of. (will import all visible retopo meshes as sculpt geometry, and again make sure the active sculpt layer is in surface mode not voxel mode). Isolating to UV-Set will move all visible retopo groups to a UV-set called isolatedUVSet. A new Render Room that offers a fast and. In the tool options dialogue, I clicked the "Pick from Retopo" button at the bottom. A new UV Room that provides a more intuitive and user-friendly interface for UV mapping and unwrapping your model. ![]() In the Retopo room/tab, I made only the HIGHres mesh VISIBLE, switched to sculpt room, created a SURFACE layer and used the "Import" tool. dae.īack in 3dcoat, I did `file` > `import` > `import retopo mesh` and 3d coat knew there were two separate meshes and created two separate retopo objects (if not visible in UI, `windows` > `panels` > `retopo objects`). I had a scene with just two meshes, a highres and a lowres. evansjohnsen's advice is solid about doing two separate imports into 3dcoat.įor the record, if you really want to do only one import, just did an experiment out of blender.
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