Javis

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  1. Hey Andrew. Looks like the gradient mode nodes are broken again in 4.7.32. They do not show up at all, giving the user zero control over how to place the gradient. It works as expected in 4.7.31. Could you take a look at this? Thanks!
  2. Once you perform a bake, the Retopo object will be transferred, with the UVs you created there, to a Paint object. If you are meaning though if there is some way to transfer the work you've done UV seam wise, and only the seams. Not really. You'd probably need to redo it. But, if it's the same mesh in the Retopo room, baking is the easiest way.
  3. Use the "Mark Seams" tool, hold CTRL and LMB click on the edges you want to deselect.
  4. It looks like you may have islands that over overlapping or flipped normals on those sections, in your first bakes. If you supply the original mesh file (OBJ or FBX), the 3B and your baked normal map. I can take a look at it. For those auto unwrapped islands, just unmark the seams around the area you don't want them, and you should be good to go.
  5. Hi and welcome! 1. Yes. There is a snapping tolerance on the top bar of the application. You could also turn symmetry off when you get close to these areas. 2. More information is needed to properly answer your question. Could you explain more detail what you're needing? 3. The easiest way to bridge to edges is with the "Quads" tool, which has a bridge equivalent preset in the top bar , there is a drop down list called "Edge Extrusion Method", change this to "Parallel". Then click one of the edges you want to bridge, then click the second edge.
  6. I spoke with Andrew. He says this will be implemented in 4.7.30. Sent from my XT1650 using Tapatalk
  7. Hi! Yes, you can use smart materials any number of times you want or need. The way the masking works, is changing right now. But you can apply it to any area at any time. Just attach the smart material to a layer, then paint using any tool (brush, fill, or anything else) on that layer. That's all there is to it. You can also paint without attaching a smart material to a layer, as previously done. Just select the smart material and paint where you want/need.
  8. FWIW, when you export FBX out of 3DC, it automatically creates a vertex normal map. If you don't need it you can just delete it in whatever application you're using. Luckily Modo has easy access to this kind of stuff. So you can just delete it like Carlos says, and no harm will come to your mesh. It's not entirely necessary. That said, if you do need vertex normals, I would just create the map in Modo anyway for more precise placement of hard/soft edges of the vertex normal map.
  9. You'll need to import and apply the exported textures into whatever DCC you're using, unless you use .OBJ, which exports out a .MTL file. Most DCCs will allow the .OBJ to reference the .MTL and import all of the textures that are associated with it. That said, I'm not entirely familiar with Keyshot, so your experience may vary.
  10. Yay! Sent from my XT1650 using Tapatalk
  11. Hi, and welcome! Yes, this is intended behavior. Paint layers can share many, many objects. The only thing that needs to be observed is they have unique space in the UV space. Such as a different location in 0-1, a different tile/UDIM or a different UV map altogether. The other issue you describe, sounds entirely different, however. If you could share your file, I could take a look at what is happening. When you send to PS, the texture should show up if you're doing any layer syncing and the "mesh" should show up if you're doing a projection.
  12. Pretty much all the sliders are broken, in this build. Not sure why, but I am sure Andrew will fix it asap.
  13. Hi, Can you post your file? If it's under NDA, please send it to me privately, and I can take a look.
  14. Hi! And welcome to the forum. I would Right Click>Download As the files, and play them through a video player like VLC. You'll have no such errors in this regard. As for attempting to play them through my browser (I'm using Chrome), the reason is because apple has stopped support for quicktime videos on Windows, and most browsers actually play them any longer, unless you're running an older version of a browser that supports that file type to be played directly from within the browser.
  15. Also, now that you have made a smart material layer, is it possible to have other kinds of layers that are also non-destructive? A tweakable gradient layer, procedural noise layer, etc.? With a great feature, come 10 more feature requests. Sent from my XT1650 using Tapatalk