Export from 3d Coat - Turn high poly mesh to mid poly without losing quality
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- čas přidán 5. 11. 2019
- Disclaimer: I know very little about 3d Coat. This is just a quick and dirty way that's easy and works almost every time. There are many many MANY ways to export your high poly mesh from 3d coat.
In this video I show you how I take my super high poly meshes and make them manageable inside Blender/Eevee (but this will work in any software). I get a 1.5 million poly mesh down to 250k but it will also work with meshes of much higher density too.
I also give a quick idea of how you can add some basic paint and retain all the textures/paint info from 3d Coat.
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Having played with this for about a week now I fully understand in multiple places nervousness about crashing, even when doing things apparently correctly! I don't know if I would trust 3d coat to complete a whole project although I have learned to keep my finger on the "save" button in every 3d software, as they all pretty much crash sometimes for reasons we dont always fully know.
I searched for this info for literally years...thank you so much for uploading this!
ha! and all the time you could have asked me :p it's quite esoteric knowledge though isn't it!
yeah man...my sculptings never texturized in the last 3 years :))
DUDE i was just dying trying to find this simple shortcut, just saved my life
Thanks Andy. Please keep it up with more quality content like this!
cool man, thanks for the support!
Very useful! Thanks
Really appreciate your recent vidoe of the pirate ship interior as well. Did the model need to be UV'd if so at what stage of the process did you uv it?
hey man, thanks! no it sort of does the UVs automatically in a very chaotic output. You can UV more manually if you want clean islands etc. but this way is easier.
I really enjoyed watching your workflow! Did you just recently start using Blender? How do you like it? Are you still using C4D?
Thanks man. I did just recently start using Blender. I quite like it. I mean I absolutely LOVE being able to really see what the model looks like vs the likes of 3ds max where the viewport looks gross. I use C4D when I use Redshift as they work well together. So far I poly model in 3ds max coz I haven't yet learned to model in anything else :p
I haven't used 3D Coat yet but excited to try. I'm gonna guess the scale issue is that 3D Coat is using centimeters and Blender uses meters which would make it 100x too big. If I'm right, all you need to do in Blender is hit S .01 Enter and that should fix it a lot faster than trying to manually scale it. Again, haven't used 3D Coat yet so I could be wrong but that's my guess.
yeah something like that. There's probably an even more elegant way of doing it than that too :P
sadly didnt work for me. My previous painted texture disappeared and I had to repaint my object after baking.
it works 100% of the time, it's just likely that you did a step differently. If you'd already painted your object before doing this process, then yes you'll lose the paint. You have to do this first, and then go to paint room.
@@AndyWalsh thank you for your response, do you know if there is a way to keep the paint? Like, what if my client wishes to have a low poly version of what I modeled and already painted?
@@Julian-B I'm not too sure what you're asking bud. Maybe you mean... what if you retopo, create the UVs and then paint it... but then change the topology later and want to reproject it? That I'm not sure about but I would almost guarantee there's a way. Look up the 3d Coat discord and ask questions there though, there's a guy called Silas who always answers and seems to know everthing!
@@AndyWalsh alright, thanks again for the response!