Jump to content
3DCoat Forums

Nidhogg

Member
  • Posts

    15
  • Joined

  • Last visited

Nidhogg's Achievements

Newbie

Newbie (1/11)

2

Reputation

  1. Apologies. I think the issue was arising from me not deleting hidden before re-objectify hidden. So it was simply a case of duplicate geometry which made it appear layers were merging.
  2. Doesn't seem to solve the issue. I've even tried exp as FBX, bringing it into another 3D package and re exporting. Same issues. Any other ideas?
  3. Having an issue when I export my scene. Some of the layers have the same name due to Vox Hide / OBJify hidden workflow. When I export the scene, the layers with he same name export as one OBJ. Its abit painstaking to go back in and rename all the layers - any ideas?
  4. Yes, fresh layer belonging to the Root.
  5. Apologies, I didn't explain myself well enough. This is the process I'm already trying. I right click, Import 3b File and pick the file I want. What happens next is that most of the model I already had in the scene disappears. I think it may have to do with instancing, since all the instanced Vox Layers and their source disappear, however they stay within the Vox Tree. Im trying to create a workflow involving kit bashing different files together to generate complex ship designs which maintain the instances and shaders as to reduce time and processor speed.
  6. No I haven't, so you're suggesting I export the scene I want to import, then import the OBJ as a 3bfile?
  7. Hi there, Trying to import 3b files into each other. However when I do so, the instanced meshes and original from which they are instanced disappear from the model from the file I'm already working in. Any ideas?
  8. Hi there, This isn't urgent, couldn't find where else to post this however. Trying to import 3b files into each other. However when I do so, the instanced meshes and original from which they are instanced disappear from the model from the file I'm already working in. Any ideas?
  9. Hi there, I have an asset that ive exported and put into marmoset. I was wondering if its possible to set the pivot point and for that point to remain within the obj, so when I import it into marmoset the pivot point ive set will be the same.
  10. I was also wondering if its possible to texture numerous instanced at the same time. I have a mannequin that ive transposed in different ways, ive then scultped and then textured them so I have the same asset but in different poses. But ofc I dont have the UVs again.
  11. Hmm. This seems abit complex for what im after. Perhaps another way for my issue would be if I could export my OBJ with various moving pieces, is that possible? And then use that OBJ with 'Paint UV Mapped Mesh {per pixel} option. Thanks for your help, i really appreciate it.
  12. Thank you. Is there a quick method of doing this or is it always best to have a base parent layer at the start of each project?
  13. Hi there, is it possible to transform multiple layers at the same time, Im in the position that my model is too large, not in polys, but it is exceeding the ground plane.
  14. Hi there. The usual procedure I follow when wanting to texture my model is - by exporting each layer as an OBJ, re-importing using the start menu (Paint UV Mapped Mesh (per pixel) ), texturing in the paint room, exporting OBJ with textures. I was wondering if there was a way to texture my model without exporting each piece as separate OBJs and then reimporting them. I'd like to be able to texture the model as a whole, but select different parts of the voxtree at a time and just texture that piece and then see it in context once more ect. ect. Is this possible, when I texture directly into paint room from sculpting without reimporting I don't seem to have any UVs. Thanks for your help, Nidd.
×
×
  • Create New...