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Cooksfork

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  1. Heya Carlosan! I meant more like hiding everything that isn't selected. For example, in 3Ds max, if I wanted to work on a particular subobject section in a mesh, there's a 'hide unselected' button that will hide all polygons/verts except for the selected section. So currently, if I want to work on a subsection, I would have to hide the selection, then invert hidden. For example: So being able to hide everything except for the selected UV island with one button would make things more efficient. Even cooler if I could just select UV islands from the preview window and show only that section in the viewport. But, hopefully I explained myself a bit better.
  2. I apologize if this was answered elsewhere, but a cursory search on the forums showed that the question came up in one or two places before, but wasn't answered. How complicated would it be to hide all but the selected UV islands when working in the UV room? Whenever I need to work on/isolate a different section of my model's UV's I'm currently having to go through: Unhide all Hide selected Invert hidden . I just mainly need this to get to tricky small areas, or areas that are hiding behind other poly's.... polies? ... no, that doesn't sound right. You know what I mean.
  3. All right, I can work with it. Thanks for your help!
  4. All right, I installed the latest beta version (at least I think it's the latest - 3.5.24) and I'm afraid I'm still getting problems with artifacts with this version. -Edit- So I just ended up deleting the problematic retopo areas and remade it from scratch. The normals are cleaner now... I probably should've done this sooner. -Edit 2- Looks like there's still some problems elsewhere in the mesh. I'm wondering if it has anything to do with thickness of the retopo mesh since it only seems to be occurring in thin strips of the mesh.
  5. whoops, I'm terribly sorry Greg I'm running Win 7 - 64 bit - my version of 3D coat is 3.5.19A (also running 64 bit - DX) I'll try out the latest beta build when I get home today.
  6. Heya I think I'm missing some basic principle in baking/modeling here. I wanted to test baking a part of my model, but I'm getting artifacts on my normal map. On the left of the pic, you can see the artifacts on her front bangs. I've played around with: - UV layout: didn't make a whole lot of difference - Retopo mesh: pulling out the thickness of the bangs - Retopo mesh: adding more polygons - Retopo mesh: deleting some polygons Deleting the polygons did the trick and resulted in a cleaner normal map, but it's not necessarily the route I would like to go. I remember another thread talking about a similar problem (http://3d-coat.com/forum/index.php?showtopic=7541&st=0&p=57440entry57440) where the poster had some luck with the relax function of the UV's but this doesn't quite seem to do anything for me. I'd appreciate any help I could get. Thanks
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