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Sketchup

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  1. Bumping this post... We still need support for multiple UV sets on same verts.
  2. I work in the game industry as a generalist and I regularly use 3D Coat, and for me, the #1 feature I need badly is the ability to import meshes that have multiple UV sets on the same set of vertices. In the game engine I regularly work with complex shaders where I'll have different textures on different UV sets on the same mesh. Example workflow: I'm building a low poly environment model for a mobile game. It's a single FBX file with a bunch of walls and buildings. The environment model's albedo is coming from a trim sheet, with a corresponding UV set on the model. The environment model's baked shadows are coming from an Atlased light bake from 3D-Coat, with its own UV set. What I currently have to do: -Delete a bunch of UV sets, import into 3D Coat -Export back to Maya -Use transfer UV to get 3D Coat's UVs into the old Maya model What I'd like to do: -Import into 3D Coat with the UV sets preserved -Be able to choose which UV set I want to work with in the UV room
  3. Use Simplygon utility from within Unity - don't use the standalone version of Simplygon. If you can't do this for any reason, the next best thing is to do decimation in something like Blender or Maya, unwrap the decimated mesh in 3DC, and bake the textures from HP to LP in Marmoset toolbag. Then you can import into Unity.
  4. Thanks guys, all useful advice I will use in the future
  5. I use Maya and this has happened to me before. It's actually an issue with Maya 2017's export. Upon exporting an OBJ or a DAE file, Maya will upscale your model by a factor of 10. Messing around with your units and export settings won't help you. Yay, Autodesk! The solution that worked for me is to export as a FBX file. Sorry for the late response.
  6. For Arnold do you use a specific shader network or just the default export options with 3D Coat? Fantastic renders by the way!
  7. Did you render using Mental Ray or Arnould?
  8. No. But you can transfer through import/export. If your object is painted: Go to paint tab. File -> Export objects and textures Now go to your target 3D Coat File in the paint room File -> Import object Select the obj, get it imported with proper settings Now you need to import each texture individually. Make sure you create a name for the new UV set as well Note: you can apparently import 3B files directly using the import object button, but I've found this method to be unreliable, especially for painted objects. If you're sculpting, just import/export OBJs as you normally would. If you're in the retopo room, you can use the File->Export Retopo mesh option, and you can also import a retopo mesh. Sorry if this was confusing.
  9. Thanks, Carlo! The rectangle tool didn't work at all for me. I would drag it around the model but it would do nothing. The square tool would select geometry, but wouldn't select things that weren't visible to the camera. However the Replace Geometry thing is an awesome suggestion that I didn't know even existed. Thanks! I ended up exporting everything into Maya and performing my transformations there. Have a nice day!
  10. I need to scale down my model dramatically, and I have a ton of stray objects. Additionally some objects are inside of other objects, making them extremely difficult to select. Is there a way to "select all" in the tweak room, and if not, would it be possible to export an OBJ, scale it down in another program, and somehow reimport all of the textures?
  11. So when you choose the blend mode "Use as emissive" for a layer, will you actually be able to see the luminescence from within 3D coat? Or is this feature only seen after export? The white oval is the emissive portion. It was blue colored before I set it as emissive.
  12. I do my hard surface modeling in Sketchup. I think 3D-Coat doesn't always tolerate my love affair with N-Gons. They didn't come from a font, I made 'em.
  13. Solved the problem! The shadow system in 3D-Coat's renderer didn't like the topology of my "4" so it turned it jet black out of spite. To fix this here's what I did: 1. Triangulated the "4" 2. Brought it back into 3DC and repainted it. 3. No more rogue shadows!
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