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Ashington

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  1. This is my first manual reTopo attempt. Baked the Norms, now we're in the paint room and I can only paint grey. Changing colours does nothing, same for layers and materials. EDIT: SOLVED Mixture of layers and unexpected wood properties.
  2. Excellent. I did a quick export earlier to UE, without the Constructor and the UV's worked perfectly (I did them prior to painting in 3DCoat, but will also try automap in 3DC at some point). Going to put Cinema 4D to one side for a bit since this is actually working. I did try every type of UV flipping and mirroring UV's but nothing worked in C4D. I know sweet FA about UV'ing so I'd rather avoid the sheer frustration and just go with what works for now. Thanks again.
  3. I really appreciate this. Ultimately I want to import my 3DCoat works into Unreal Engine - is that a bit more straightforward?
  4. I can't really follow the video linked and the Applink simply doesn't work. I've posted a bug report on the official thread. I also tried adding a Transform effect layer in C4D for the Colour map and I just can't get it to flip on the Y no matter what I do.
  5. The Applink does nothing when I click Import. I've tried manually selecting the temp folder and exchange folders. Nothing. Cinema 4D r17, Windows.
  6. Well spotted. The moss definitely looks flipped on the Y axis. And thanks for the applink, I'll try it tomorrow.
  7. As part of my ongoing saga to paint a rock: In the attached you can see the render from 3Dcoat on the left and the corresponding obj in Cinema 4D on the right. Some layers are missing. The reason I know this, apart from the difference in appearance is the fact that the moss only appeared when I exported the colour map separately and overwrote the old one. I did the same for the normals and they improved too. The Psionics, Alien-something, official and everything else tutorials on the subject show a straight export of the obj (File>Export) - and everything works fine. Even now that the moss is appearing, it still looks wrong - it should be bulbous for a start and there's obvious detail and colour/texture layers missing from the rock.
  8. Solved and solved: The export problem was a matter of unticking "use export constructor". Which, for some reason, was necessary when exporting my previous rock, derived from a sculpt inside 3DCoat. The look of the thing - no normals/depth was a case of flipping Y and Z on the map inside C4D. The having to restart 3DCoat once I've been in the UV room is something I can live with. Having to redo all the textures after editing the UV's is a cautionary tale. I now know what it takes to get them good enough to paint on.
  9. more or less solved the Uv-ing part. still trying to figure out why I can't bake normals and export, Part of the problem, as always, was 3DCoat. It wasn't allowing me to paint at all, or filling layers. Then magically when I restarted it, everything has appeared. Drives me mental when I'm trying to keep seven things in the air, learn, and debug at the same time. No doubt I'll figure this out in the end, eight hundred rambling tutorials where some guy draws seams for half and hour and does nothing else later. Just a little frustrated.
  10. EDIT: Here's how it look in 3DC: It's not simply the UV's, the whole texture lacks depth in C4D and the mtl file doesn't export as it should.
  11. I'm having a bit of trouble getting UV's to blend at the edges. This is my best attempt - making a base mesh in C4D and auto-UV-ing in 3DCoat. I'd like some advice for making the edges blend better, or perhaps a video link. I'm on the lookout for manual UV-ing tutorials so any advice that points in that direction is appreciated. Also, I'd like to understand why the material was blank when exported - ie: the textures didn't export with the OBJ. I had to export them separately and reconstruct the material from individual maps in C4D. pillarRockTest-1-bad-UVs.tif
  12. As long as you convert the layer before committing any work. Nothing wrong with the tools, it's the work-arounds that are the real problem.
  13. What seems to work is: 1. create a new layer 2. increase resolution to 16x 3. create primitive 4. primitive that's created actually looks like the one I made .... adjusting resolution afterward just smooths off all the detail. Thanks for ythe video, I've already had a skim through it but I didn't realise the same problems 3d coat has would affect its native models. I realise its probably supposed to be a feature, but anyway, the important thing is knowing how to circumvent 'features' to make these apps work in some sort of intuitive way.
  14. Thanks heaps Carlosan it works perfectly. And thanks for letting me hijack the thread. Can you let me know how you discovered this technique - was it just a matter of clicking every button or is there a tutorial that covers this? I notice the "Paint Objects" tab has the same functionality. Makes perfect sense now. So it appears exporting in FBX does in fact spit out separate objects. For the sake of clarity: I used FBX 2010 (the oldest available) and exported the entire scene as one.
  15. Can you explain how you ended up applying materials to each mesh/object separately? I'm trying to put each of my meshes into its own layer but I can't. Know of any tutorials? I can import everything but I can't hide each mesh or apply a different smart material to it. Whereas you seem to have it nailed in the above image.
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