ajz3d

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About ajz3d

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  1. Great job!
  2. We want more "citizens of tomorrow"! People, please join the challenge. The deadline is flexible, like always. It's all about fun and creativity.
  3. Unwrap by default applies Global Uniform (GU) algorithm to all islands within the current UV-Set.
  4. Of course, but I don't guarantee that the radius of point fuse was optimal. So unwanted points might have got affected too, and in result - the geometry where there was a higher density of points might be have been deformed. I don't have time to tweak it further though. Here's the fixed geo: UMP_fixed.7z
  5. There were some unconnected points in that object. I threw that geo into a fuse SOP in Houdini, with a radius of 0.05 (to merge any points together within that radius) and I was able to import it to 3DC without any visible damage to the mesh. At least, I couldn't tell if there was any: UVs look fairly intact too: The curious thing is that I was able to open it in both: NVil and Houdini without any crashes. Perhaps it's worth investigating?
  6. When you select a UV island you want to re-unwrap, choose To GU, To ABF++ or To LSCM to unwrap it with the selected algorithm without altering other islands. You will still have to rotate, translate and scale your island into position. Unfortunately layout and auto scale affect all UV islands. But if the position, rotation and scale of other islands don't matter for you at this stage, then do shuffle, pack or auto-scale them.
  7. Haha, I fully understand you. I have the same feelings about its UI.
  8. In this case Blender might be your best choice. At least it eliminates the budget constraint, but of course it still requires a lot of time to learn. As far as I know, most of the automatic rigging solutions deal with bipedal characters rigging. Hence, it might be difficult to find one in which you can rig anything. Maybe some other person could help you here. It might be worth a try to look for any winged-characters autorig plug-ins for Blender. Maybe there are some that you could use. I think even an auto-rig that deals with birds would work quite well with butterflies.
  9. Apart of what has been already said above, another problem is that when you import a textured object (like a brick for example) to sculpt room, 3D-Coat will only import colour texture. It will ignore glossiness/roughness, specular color, etc. even if you import a .3b file. Also, objects that are not directly fused to one of those 9 planes, aren't recognized as a subject for copying to the remaining 8 'planes'. We need to merge them (optimally, without booleans), but if they're low res, then the vertex colour can spill over on the grids... --- EDIT: Export Depth Along Y's "Patch Size" parameter still remains a mystery to me.
  10. Hey, Davide445. If this is a sculpt mesh on the image, then you should retopo it with a deformation-friendly topology (tip: for a butterfly, use one or two retopo objects tops). If it's your first model designated for animation, I suggest looking up PolyCount forum (and also its Wiki) for nice examples of topology flow. Also, read and watch as many tutorials about rigging and animation-friendly topology as possible. Regarding rigging and animation packages, From my experience I can recommend Maya and Houdini. PS. Forget about Split&Joints. It's for creating joints on an object designated for 3D printing and it's completely irrelevant when it comes to computer animation.
  11. IMHO it's always better, not only performance-wise, but also because of how complex the model can become object-wise, to pose it early. But if you want to pose a detailed model at a later stage, then you could take advantage of 3D-Coat's proxy (with 'Through all volumes' flag enabled, if you're planning to add some clothes to your character, etc.). Or export it to a steamroller like Maya or Houdini, rig a highly decimated version of your character, pose it and then replace it with a highpoly super-detailed model. But with non-organics, like your robot - where nothing deforms, I wouldn't worry about it much. With a proper hierarchy, you can pose your model at any stage just by rotating its parts. Just remember to group them under parent layers and set rotation pivots correctly. Cheers!
  12. If you want to preserve texture that you already have painted, you will need to retopologize and UV unwrap the sculpture, and then bake it.
  13. I'm sorry but I have to ask this fundamental question. Are you 100% sure it is not your sculpt mesh that you see in Paint Room? Disable View->Show Voxels in Paint Room when you're in the Paint Room. If your mesh disappears, then you were painting on the sculpt mesh (with vertex colors) and sculpt mesh never shows up in the Tweak Room.
  14. Yeah. I don't remember at what version PBR was introduced, probably in 4.5, but it was the time when major changes in the Paint Room took place. Therefore, when it comes to that room, I recommend watching tutorials that are dedicated to 4.7 or 4.5. And only if you don't find what you're looking for, go below to 4.1 and even deeper.