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About HorribleGoat

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    3D, Games, Miniatures & WhatNot
  1. Hi Javis & Andrew! Got finally time to make a file that reproduces the import trouble I've got and I've sent it to Andrew for inspection. Hopefully you can reproduce it.
  2. I've encountered a bug with the Obj. import while importing a model that has been UV-mapped in 3D-Coat and exported for modification as .obj and then re-exported from 3d-software with slight tweaks to verticles or adding/removing faces. (With certain models this seems to happen just due export->import->re-export (without editting)->import back to 3D coat sequence) When imported back to 3D-coat some (and sometimes) small UV islands are distorted into single lines as shown in the attached image. This can be fixed by hand, by selecting the islands and applying one of the mapping tools (prefer planar in this case) and then manually correcting the rotation. Problem could be my software and the re-export, but the model does have proper UV if viewed through other means, so my guess is something happens in the re-import to 3D-Coat. So far this has been a mere annoyance, but might prove really bothersome if I need to make changes after the model is fully textured as the Islands never align perfectly back to their position if manually fixed. -Goat
  3. I'll do that, though sending the model is not possible at this time I believe I can produce a file that will always hang up on import with the same problem. I will look into it when I have more time. Thanks Javis. -Goat
  4. HI! I've got a project with multiple uv sets and while importing they got to be set to 64x64 to get the inital import done. (As the import with "keep uv" also slags down.) Anyhow when I try to resize the maps to 4096x4096 I can do 4 out of 5 one at a time but the last one causes 3Dcoat to hog up 15gb of my 16gb memory and quite frankly seize the whole machine. Any advice with this? -Goat -edit It seems there was a bad island in the uvset that bugged out. Still the resize is pretty heavy.
  5. Basically what it says on the topic. Currently when importing coloro/normal/etc from file to paintroom the colormap is applied to the selected layer, but a new layer is created for normalmap, where the normalmap texture is applied to the color layer and applied to the model with a normalmap modulation. Mainly this is a problem when some changes are needed on a model mid texturing and it is exported with textures, edited and imported again and the exported textures are imported back to resume work.
  6. Manually editing the material/ UV set assignments of the multi UV materials fixed it, but if anyone else happens to run into something like this I'd like to know if the reason is ever uncovered.
  7. Hi carlosa! Yes I'd say this is exactly what my problem is related to. The thing is some materials are now spread on multiple UV sets in 3DCoat but 1 UV set should only be assigned to 1 material.
  8. Matter is resolved with new builds.
  9. Some testing on the matter. First I opened up the .3b I have of the model and saved the UV (7 UVs total) in the UV-tool tab, then I took the exported obj and removed all materials from it and re-exported it as a new obj and imported it anew to 3DCoat. Now I had a clear model with 1 Automated UV set and 1 Material. Then I created 6 more empty UV sets (total of 7) and as new UVs were created the program also made corresponding materials for them. Then I opened the Old UV I had saved on top of it. Results were promising at first as the all the 7 uv sets had all the pieces where I wanted them and the materials responded to hide/show testing and all seemed to be in place. I hit the apply UV and it crunched some numbers I'd suppose and I opened the paint tab to see if it worked.. It sadly didn't. In the paint room only the models eyes were visible and everything else seemed to be wrapped around them. Then I switched back to UV tab and the Uvs were total mess and the preview showed the model had turned into a psychedelic Cthulhu monster. I am probably only one with this but help would be appreciated. I'll keep updating if I come up with anything. Edit- In the UV room I noticed that the Materials are all wrong again, though they were as they should be when I loaded the Old UVs, and nothing changed when I Applied the set, they seemed to have broken when switching back to paint room. Now all UV sets are under the first material again. Also was able to produce a error message stating that there might be a corrupted XML file somewhere with the UV tools. One more thing. The exported OBJ contains A huge number of new groups of small pieces named with a name of the material they try to use. However this is not helpful as Material =/= UV tile. Where they named by the UV tile they are using, I could quite easily manually fix this, but righ now it is pretty hard.
  10. Hi, got back to 3dCoat after a while and ran into some trouble with the latest 3D Coat build and model export. I have a character model with multiple UV maps, and for some reason different amount of materials. Now the problem is that when exporting the .obj it has the UVs are mapped correctly, BUT the color/specular/normal maps are exported by the UV in 3d Coat (as has been in previous versions i've used) and the UVs are grouped by the MATERIALS in the .Obj In my case at least UV map =/= Material as some of the materials are spread between 2-3 UV maps. I've got 7 UV maps and 8 material groups and currently am at loss. 4.00 BETA7 is my version, though im going to see if this is a problem with the old trustworthy 3.7.. update Oh yes and actually it does not batch export all the textures either. Only those that have 1 UV on 1 Material. I can export those manually (what i did before) and apply them on the model but the UVs and Materials are not grouped right. This of course could be me and using the old Milkshape3D, but as it has worked before.. :I Also 3.7.18S(DX64) produces same results. Edit.. So what I need is materials regrouped by the UV maps, has this been possible before or am I just dreaming?
  11. I am a mere hobbyist when it comes to 3D and perhaps my problem comes from using older programs to model but here is the deal. I use MilkShape 3D for modeling mostly game/mod characters, objects etc. and found 3D-Coat by accident and loved it ever since. The problem is that when I set up my model as I want it in MS3D, export .obj and import it to 3DCoat, do the textures and whatnot and export the whole shabang and alas upon opening the exported .obj in MilkShape all smoothing groups are gone. I can see the hard/ smooth surfaces, but as they are all in the same group if I do anything they revert back to the 1 group smooth. Before this was mostly annoying as my projects weren't too big and I regrouped the surfaces after texturing but now Im engaged in a bigger mod project and have less time to spare and so I am here, hoping for an answer. What I've come up with is that if I use the auto smoothing groups tool when importing to 3DCoat the groups stay after export and import to MilkShape so might the problem be in the way the two programs write their .obj export? I'll attach quick appropriately named example .obj pack to this post. One is straight export from MS3d and 2 are UVd exports from 3DCoat with and without auto smooth. Notice the difference in size when using auto smooth. Also included what I see in MS3D with the different files (surface colors are smooth group indicators) I've tried using autosmooth with different angles btw, but It doesn't always get all the surfaces right. So hopefully a solution might be found or perhaps some explanation how differently 3DCoat writes the .obj so my mod team coder could try to make a converter to go between the two programs. And no I don't want to lose MS3D as a modeling tool as it suits my needs and way to work. :9 Thanks for reading! Have a nice day. HG SmoothExample_Export_from_MS3D.obj SmoothExample_Export_from_3DCOAT_NO_AutoSmooth.obj SmoothExample_Export_from_3DCOAT_WITH_AutoSmooth.obj