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Swinny

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  1. ill just tack this onto here aswell. how on earth do I turn off edge bevels when painting depth. I am trying to simply project an already tileable texture onto the object. but at the edges, it ALWAYS creates this bevel. I want that off and cant find an option anywhere.
  2. Hello, I have multiple issues possibly stemming from my custom texture size but who knows. my entire game project is at a texel density of 0.72, putting a 1x1m texture at 144pixels squared. This is a huge problem for the reasons outlined in 3dCoat. 1. Custom texture sizes dont stay. If i set a custom texture size, although it sets, if i then go back into the texture size dialogue, it automatically switches them all to the closest power of 2, so if i then make a change to one texture and save, all the others will revert back to the closest power of two. 2. changing to custom texture size refreshes dialogue to top of screen. I am working with multiple objects, changing the custom texture size will reset the dialog and revert to the top of the dialogue, forcing me to scroll down to find the texture again. btw because of u,v i haveb to do this twice a texture. definately needs to be fixed. 3. at 1:1 resolution in UV mapping paint on a smart material, the top pixel is always skipped. doesnt matter what i do, the top pixel is always broken, it will never paint over it. However, if i change the scale in uv mapping to anything other than 1, it will paint?! 4. In the texture editor, non power of 2 textures do not work in smart materials in UV mapping mode. Please help / Fix these issues. Ben Swinbanks
  3. Hi Styler, Having some troubles with APPLINK, I will note as follows exactly what the issues versus (intended) functionality is. the script seems to be fundementally broken in that it expects a selection to export, but when anything is selected, it exports ALL geometry, and ALL shader groups. The assumption is that what you select and any connected shader groups would be what is exported, this is not the case, ive tested many times. 1.load up new maya scene, add cube and sphere, apply a material to each, apply a NEW material to each (so there is now 4 shader groups) 2. a)selecting nothing and exporting via PPP will error - 'please select polymesh' b ) selecting EITHER the cube or the sphere will allow the export to work. 3. new scene, merge, whatever - the case is always the same. regardess of what geo is selected, both the sphere and cube will be added, and all 4 shader groups will also import. maya 2018, win64 Cheers mate, would love a fix on this. great job btw its already a time saver but this is a huge issue for my workflow (indie game, HEAPS of objects) Thanks Swin
  4. hello, I need to fit all my textures for multiple sub objects into the same UV after-the-fact so now I am creating new seams for cleaner UVs, and moving them all to one UV set is there a way that 3d coat will automatically update my textures to match the new UVS? help! thanks Swin
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