digman

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About digman

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  1. Here is a link on how to convert PBR to the old specular map using Photoshop. Also covers how to convert the albedo map. The how to is near the bottom of the page. The only method in 3DC is the Gloss / Color specular workflow which might not be what you desire. https://www.marmoset.co/posts/pbr-texture-conversion/
  2. Import the Hi-Res model (obj) into either voxel mode or surface mode. Run autopo or manually create your low polygon mesh. Optionally create your retopo mesh in ZBrush and import that into the retopo room for the retopo mesh. Create your uv seams, unwrap and then bake to the paint room for either a displacement map or a normal map. The above is not a tutorial, just answering the question that it is possible.
  3. Here is something I found... If I undo a few times till the control points are gone then use the tool the problem goes away.... EDIT: Strange bug... Now when I open 3DC and use the tool the problem now is gone... I will watch for it returning and post back here. EdIt 2 I got the bug to reappear. I kept changing the areas where I applied the spline and then the bug reappeared.
  4. Carlosan is using the regular closed spline and not the 3D spline in his picture... Regular Closed spline works fine but not the 3D spline. My picture shows the 3D spline with the problem as MechChicken described. Deselecting or selecting "ignore back faces" makes no difference.
  5. This could be a possible bug... Confirm here too... Use the regular control points lasso spline, no problems with that one when using the vox layer tool.
  6. Yeah, sometimes it takes a while to get an question answered by volunteer helpers at the fourm. Sometimes we miss a post or busy with our own work. Plus at times I have to go do life duties for a month or so. In the PBR workflow, AO does not block the metallic or the roughness. That should be taken care of with your Metallic and roughness maps... Generally AO is not required for PBR rendering as it introduces baked lighting into the texture. It can be used with artistic discretion of course. Some smart materials require a AO to be generated when " more on lit or more on shadow" are used as one of the conditions but you do not have to export it unless it is needed...
  7. You can use the Lathe tool as well for brand new objects. The control point has 3 settings, Right click on the control point to change the type. Left click on the line to add more control points for other kind of objects. Create the model at the default res of a layer. This keep building the model fast but before applying I will res up the layer at least once.
  8. I just ran a test on sphere with part being cutoff. Plus I added a center relief... Giving AbnRanger the original file if possible to do the same would help others as he said... I did do some manual adjusting of the polygons around the relief after autopo ran. I held down the control key as I made my strokes, This gives you manual control of placing the strokes control points. I did not put any strokes over the relief as I knew I could fine tune that area and add any more polygons needed. Only two stroke lines were needed, less is better... You could test having more but generally lest is better running autopo... Edit: I added a separate ring using the same principles... Autopo with some manual adjustments. I by far am not the most experienced retopoing person but following certain principles is what is important. The rest can be learned through experienced. Autopo is fine but having lest complexly is good and adding the rest by hand or adjusting is a good principle. Model shown not for quality but to demonstrate.
  9. Contact me through Skype if you want to and we can over a few things about retopoing...
  10. @ tokikake. I looked at the file and discovered the source of your problem. You have Sharpen Mesh (important for displacement) selected in the "Export Objects and Textures dialog box. This feature is for when you are exporting a displacement map, not needed when exporting a normal map. Your low polygon model will have the true polygons displaced upon export. I included a picture of the tool tip so you can read it. Deselect (Sharpen Mesh) and your model will export correctly. I exported the model with sharpen mesh selected and deselected. In the picture the model on the left was with sharpen mesh deselected. On the right is with the model exported with sharpen mesh selected. I imported the models into Hexagon... Side Note: Sharpen means displace. The purpose of the feature is that when you subdivide the model several times for displacement map rendering it will be follow the displacement closer. Side Note: I sub-divided the displaced sharpen mesh model in Hexagon so you can see how it works... The seats of course will not subdivide correctly as there are a few very elongated quads in the mesh but this was just to show how things work. Picture included.
  11. The problems you are having on not being able to deselect uv seams and not being able to paint on an object that already has UVs, I have not experienced. Maybe at some point you can share the offending 3DC files for other to look at or look at the picture included in this post to see how to send the 3DC files directly to support at 3DC... 3DC version beta 4.7.26
  12. @tokikatke. I have not experienced the problem you are talking about. Using the Baking Scan Settings tool does not alter my exported meshes either from the paint room or the retopo room. Can you share your file if not under a NDA agreement for others to look at. You my pm me in a private message a link to download your 3DC file to check it out...
  13. Here you go... It is in the 3DC extension format. Under the File menu select Install Extension... The shader will be extracted to the 3DC shaders. I tend to like the terracotta color for sculpting but you may make it the color of your choice. If you do change the shader, right click on the shader if needed to refresh the preview. Beta version 4.7.26 Freeze.3dcpack
  14. The tool tip for segments states that segments will be created on each side of the segment selected. 1 =3 total segments (edges) selected. 2=5 etc... It is a little funny that a setting in the uv room also effects the selection of edges in the retopo room. Once you set the number of segments in the UV room you also now select more than one edge in the retopo room as well. You have to put the segment to (0) to get back the default behavior of only selecting one edge when using "Mark Seams" in the retopo room. Now if you put the number of segments selected in the UV room back to the default "1" then close and reopened 3DC, you get back the default behavior of only selecting one edge in the Retopo room... The appears be a UI glitch and a bug... Segment selection should be in the retopo room as well so you would not have to leave the retopo room to set it. I agree that "0" should be the default setting... Not sure the reason you could not deselect... 3DC version: beta 4.7.26
  15. I got to play with my model too either adding textures in a paint program or adding a smart material. It just helps me see in an artist sense. Generally 3D takes so long compared to digital 2D, I would go crazy if I did not do what I just said... Your work is as always inspiring my friend!