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Tupaia

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  1. Allright, thanks!! That popup in the UV Room was hiding from me... Best Eugen
  2. Hello! 3DC 4.5.03 here... Doing texture work on imported meshes in the Paint room. There are multiple Paint Objects present (body/face, eyes). - In the Texture Editor, there's a popup in the top right corner to choose the UV set. All are named "default". Where can I rename those? - When exporting textures, there's a popup in the dialog to choose the UV set, plus "Save all Textures". Yet there is always just one UV set in the list ("default"). Where are the others? - In the UV Room, how can I switch the UV set I am working on? The UV Preview panel always just shows the first UV set, as it seems (the body in my case). So ,generally, I am under the impression that UV sets are a somewhat unfinished business, is that correct? I suggest some central place to manage and choose UV sets - a "UV Sets" panel? Thanks for reading! Best regards Eugen
  3. Hi! Is there a solution for this in the meantime? Thanks!
  4. Hello! Looks like the PSD file that gets written by 3DC menu Textures > "All Layers Color" cannot be read by Cinema 4D (R16). After loading and saving it in Photoshop, it works. Anyone else with this issue? Thanks! Best regards Eugen
  5. Got it... with the Eraser tool, switch off opacity and gloss in the toolbar at the top, set depth to 0 (RMB), and voilá! Makes sense. Yes, newbie here... =) Best Eugen
  6. Hello! In the paint room, using the eraser tool, how can I erase z-depth /relief only, but leave the color? Thanks! Best regards Eugen
  7. Hi! Same for me - Cinema 4D is a fine program with lots of potential, but Bodypaint just does not cut it. So, at last, I'm taking the time to learn 3DC. Btw., the hardest thing was to wrap hy head around what kinds of objects the different rooms work on, and how to convert between them. That could be somewhat more intuitive, or better documented. Best regards Eugen
  8. Hello! I just had the exact same problem - the strokes had an offset from the surface. I think I just found out what the problem was - there's been a superfluous duplicate of the object with a slight offset still in the tweak room, which was invisible in the retopo room. The strokes however were painted on the invisible, shifted object, too, which looked like a strange offset. I just deleted all layers in the "Surface Materials" panel in the tweak room (??), and for some reason the duplicate was deleted, too, and the problem was solved. Don't ask me why, I'm a newbie and I still don't even know how to deal with the tweak room correctly. Good luck! Eugen
  9. Hello, thanks for the video! Anyway, I have problems getting the model back from 3DC to Softimage. The menu item "File > Open in original app" is greyed out. When I click it, I get the warning "You are using the non-commercial version...". Since this is nonsense because first I am a registered user, and second, I can export when I start modeling in 3DCoat, I guess that there might be another problem, with the applink maybe? Any tips? Thanks, Eugen Edit: Ok, I figured that it works with "Per-pixel painting", but not with "Micro-Vertex painting". Not too intuitive, the whole thing.
  10. Thanks, AbnRanger! Bit by bit I'm getting the hang of it. Some more questions... 1) Subdivision level I had to use Mudbox as well recently. Simple workflow, quite straightforward. No voxels, of course. In Mudbox, you can import the low-poly object and subdivide it a few times, then export it back with the option if the base mesh or the subdivided mesh should be loaded. When you import a lowpoly mesh into 3D-Coat (voxels aside), I can set the subdivision level in the import dialog. Now how do I change subdiv level during the session? Just can't find this. 2) You say it's possible to paint on the voxel object. How?? I watched the videos, also some others, and the problem is not so much understanding the tools, but the basic workflow. Cheers, Eugen
  11. Hi guys, my first post here! I finally found the motivation to dig into this cool sculpting app... Yet I have to start off criticizing: I'm having a very hard time figuring how to move/convert objects from one "room" to another. This is the one major problem I have at the moment. It's simply not intuitive. The moment you recognize that the UI is arranged around different "rooms", the first question that arises is: how do I convert data? After digging around I found the right-click-layer menu > AUTOPO, to convert voxels to polygons. But how about vice versa? If I start a scene by loading some polygon object into the paint/sculpt room, how do I convert it to voxels, without exporting/importing? Is this even possible? My suggestion would be some self-explanatory button in every room, maybe with a left/right arrow on it, to convert the model to the next room. Thanks and best regards!
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