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Devbro

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  1. It's been any project, and only when baking from retopo room. I think it was virtual mirror mode that was the problem, but before it only crashed 3d coat which I didn't mind so much. If it happens again, I'll send a report.
  2. ah I wasn't even using symmetry so I didn't think about that. That seems to be it. Would be nice if there was a fail safe though against my whole pc crashing lol. Thanks.
  3. So since 4.8 when I go to bake from Retopo room, there's like a 50/50 chance my whole Pc will just shut off. I make sure -There's no NGons -I'm in Global space - I fill voids I was even restarting 3d Coat before the bake everytime which helped but now it seems to be crashing everytime. Not sure what the problem is, would appreciate some help.
  4. Ok, I played with the sphere of influence and snap to normal on the outside instead of inside. I also set the raycast to 3. It looks perfect now.
  5. Thanks, I originally modified the settings of the texture to 0 to get it looking smooth but I had to have a value over 0, didnt think of that. Then I changed the casting to larger to get it looking smoother. But theres still these problems near the nose. When I'm looking at the inner and outer shell during baking theres not problems in that area so Im not sure. Is it possible that the outer shell is touching itself in the nose area and causing that?
  6. Hi, I can never seem to bake all the sculpt information onto the Retopo Mesh. The Paint Layer ends up black everytime. When I uncheck the paint layer, this time it looks like its capturing polygons on the normal map near the models nose. I have Symmetry and Virtual mirror unchecked. I changed to Global Scale, and scene scale is 1. Pictures are paint layer checked. Paint layer unchecked, just normal map and occlusion. Original Sculpt.
  7. Honestly I don't know, I know I could use photoshop and just change the texture, but If I redo something in the sculpt room so I can bake those into a new normal map, won't that unwrap differently causing me too need multiple sets?
  8. Hi, I'm making a mesh which will have different armors. I first sculpted all the details and baked all the objects onto a low poly retopo mesh. I took all the pieces arm, leg, chest etc. and merged them into one UV Set in the UV room after painting. Is it too late to go back into the sculpt room and make some modifications and bake these onto the same retopo mesh so I can get a different armor look? I want to be able to have the same mesh and only have to rig it once, and be able to switch out textures. But it seems I have to have multiple Uv sets. Is this possible and/or is this the best way to do this?
  9. Awesome thanks, that's weird I didn't know paint layers would affect layers in the sculpt room.
  10. Ok I zipped it and the total size is about 950 mb. It was 3.4 gb before being zipped is that normal? Anyway I can't send a file that large through a message.
  11. Oh oops I didn't see instructions for the flip normals in the previous post. Yeah I just tried that and the objects are still unlit. :/ This file was on another computer that crashed, so I took the file and installed 3d coat on this current one, all of the other objects were fine in this file that I transferred, do you think that has something to do with it?
  12. Hi thanks, I just tried that but nothing changed, all the other layers are lit up just fine as well so it's not the lighting.
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