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DarkEdge

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    http://www.DarkEdgeDesign.com

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  1. Okay so I searched but am coming back with some conflicting results. I have and obj that has 4 uv maps with a material id setting for each map. These maps when viewed all at once are overlapping because they are all at 0,0 uv space. Is it possible to paint a single line (for example) across the whole obj and then export each uv map with that painted line, so when I go back into my render engine I can feed each map to it's corresponding material id and then be able to render that whole obj showing a single line across the whole object? I hope I made my confuggled question easy to understand and thanks for your input!
  2. I'm retopo-ing a model sculpt that has uv's and I want to be able to display the sculpt texture map because it will help with my outlining doors and glass panels (see attached) when I am retopo-ing. Hope this makes more sense now. So I want to apply the texture map to my reference mesh!
  3. Ohhh, my bad. That's exactly what I want but I want to put the image on the ball...not the retopo.
  4. I want to retopo a mesh but I want to know if I can apply a texture to that mesh to assist with my retopo? If so how, inside the retopo room or...?? Thanks!
  5. Smart Materials is a game changer....oohhhhh whee! This is the shizzz!
  6. I just can't seem to figure this out. I just want a single line that is repeated. I have a feeling it has to do with a spline and spacing but I either get a solid line or just one stitch. If someone could assist that would be great!
  7. When I am painting directly over a UV'd model is it possible to have the painting exceed the UV boundary by a set amount? I ask because after I am done painting and bring the textures onto the model I can see the seam lines. I can paint over those in Photoshop but would like to eliminate that step if I could. Thanks!
  8. Excellent Tony, worked like a charm!
  9. So if I am already in the retopo room and have "sculpt wing" on it's own layer that I am currently retopologizing, how would I import the new obj onto it's own layer and still be able to continue my retopo on the "sculpt wing"?
  10. This is a strange and unique request so let me lay out why I'm asking this. I'm modeling an wwii aircraft and the landing gear rotates back and twists sideways. To make the landing gear bay doors I would like to see the landing gear in it's tucked away position. But I don't want to topo over the landing gear just the sculpted wing, I just want to see the landing gear in place to place my edges correctly. Does anyone have any suggestions??
  11. Sorry for not being more clear. I was just wanting to relax the uv's a bit...so it seems to do that I need to export and re-import to uv room.
  12. If I have Retopo a mesh, how do I get that mesh into the UV room? I know that the uv's are right there in the Retopo room but I read somewhere that you need to Merge to get into the UV room, wondering where this Merge is? Or do I jusy export obj and then import obj to 3dCoat and uv from there?
  13. In the topo toolbar under Retopo there is a section called Improve Quad Topology...how does this work?? What exactly are you supposed to do to your mesh before using it? Thanks
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