![]() You can change the brush size just like we can in the sculpt room by right-click and dragging. The way it works: you can just slide around different polygons or more accurately different vertices along the surface of your high detail mesh. If you don’t like the placement of them or how they ended up, you can do some adjustments then by using the brush tool directly below it. Once you have them all placed, if you just hit enter, they will get filled out. Everywhere these splines intersect is going to become a vertex. Then you will draw more splines crossing over them. You will draw splines and just like we did with manual retopology Now another useful tool for making a large number of polygons very quickly is the Strokes tool. Until you want to stop using the tool, you can just hit escape. Once you complete a quad, it will be set and then you can continue drawing. ![]() This will snap to existing vertices and those blue points that are made by the points/faces tool. So one tool that is more manual is the Quads tool and the way that works is that you click on an edge and you’ll place the next point of the quadrilateral and then you’ll place the final point. The points/faces tool isn’t perfect and especially when you are working with more complex shapes it will struggle to try and determine the polygon you’re trying to make. However, sometimes when you are trying to create a polygon but it’s not showing up. So it’s very useful time-saving technique. If you click, you will start to cut that edge apart. So if you didn’t want to place every single one of these polygons or vertices by hand, you could place, say, 2 on one edge and then if you hold down control, you’ll get a little edge preview. You can also use this tool to add in more divisions to a polygon. Using the tool you can also move around the point, so if you right-click on a vertex you can move it around so if you want to fine-tune the placement, you get things looking just right. When you move your mouse in between them, you’ll get a little preview for what a polygon will look like and you just right-click in order to place that. Points/Faces toolĪnother tool is called points/faces and the way this one works is that you place some vertices. It’s useful many times to turn on symmetry then you’ll see a preview of the mirrored topology on the other side. And the way this works is that you just place points of polygon and you’ll see it’ll snap them to an existing vertex. So the very first tool here is the Add/Split tool. There are a handful different ways that you can do this, so let’s go to the basic ways that you can first create some geometry and then we will talk later on how to edit that geometry in order to get the best edge flow and the best polygonal density to work out for your model. Here you will access to all the retopology tools and when you’re using these tools you’ll be manually placing vertices and polygons as opposed to having 3DCoat try and calculate that automatically. Let’s see how you can manually retopologize your model so once you’re done sculpting instead of using automatic topology you can go to the retopology room. In this article, we will review the latter. This software has a wide range of functions including automatic and manual retopology. 3DCoat is a complex software for artists working with three-dimensional projects developed by Pilgway studio. ![]()
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