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3DTutorial

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  1. Hi Carlosan, I'm sorry I did not explain myself well. What I mean to say is that Position values are displayed in the tool but not rotational values.
  2. Hello friends, Ok, so I have an issue. Often it it necessary for me to use the transform tool to locate my object elsewhere in 3d space and of course we have the transform tool to accomplish this. Often I will want to return my object at some point while working to its initial position which can be accomplished simply by typing in the coordinates into the transform tools position value fields. However, quite often I will also need to apply rotations to my object and here is where I have an issue. There does not seem to be a way for me to enter rotational values on the XYZ axis in the same manner that I can do with position. Am I missing something? Are these values not exposed? I don't see a field for the input of rotational values. I need to be able to return my object to its exact positional and rotational values but I'm not sure how to accomplish that. NOTE: I know that I can enter rotational values for XYZ, however there does not seem to be any display of the current rotational values in the transform tool interface. For example the values for position are clearly exposed but there is no such display for the current rotational values. Is it possible? Any suggestions? Cheers, Joe
  3. Hi, I'm not a new user but this is the sort of question that might also be of some help to new users as well... so I'm posting it here :-) If I import a .OBJ file, assign it automatic UV's and a texture map size it displays as a grey object in the viewport. Here is my question... can I assign a shader to my imported object as well? I'd like to be able to assign a shader and also paint on the object as well. The problem is that when I click on a shader nothing seems to happen. So is it possible to apply a shader when in per pixel paint mode because I can't seem to figure out how to do it. Many thanks for your help ! Cheers, Joe
  4. Cheers M8 ! I'll give that a read. I'm glad I'm not the only one who feels this way :-) Best Regards, Joe
  5. Hi Carlosan, Of course, that makes sense. But what shader is the same or similar to the "default" material in previous versions of 3DC ? Many thanks ! Joe
  6. Hi, Since upgrading to the latest version of 3D coat my imported objects have a flat, white, plaster like material shader applied to them which I hate. Can someone tell me how I can get the "old" style default grey phong material that was applied by default to imported objects in previous versions of 3d coat ? Hope someone can help me ! Many thanks. Cheers, Joe
  7. Hi AbnRanger, Thanks so much... I will pay close attention ! Cheers, Joe
  8. Hi, I've imported an .obj file for per pixel painting.... everything comes in fine, I can see the object, textures all display correctly, etc. However, if I then attempt to switch to the sculpting room the object disappears from the display. I've tried hitting shift a but no joy still can't find the object -- where did it go? And how can I get it back :-) I must be doing something wrong.. or missing something.... any ideas? Thanks ! Joe
  9. Thanks for the info.... very helpful !!! Cheers, J
  10. Is there a way to bevel / chamfer voxel text? Thanks! Joe
  11. UPDATE - PROBLEM SOLVED !!! Problem Solved -- this error was entirely my fault. I have a few old versions of 3D coat on my machine and it looks like I mistakenly ran an older build. When I ran version 4.0.03 - things did NOT work properly. However.... Once I ran build 4.1.17 everything worked as expected. Sorry.... just a simple case of user error. My apologies for the confusion. Thanks for helping me out with this, I appreciate it. Cheers, Joe
  12. Oh dear, I was afraid of that. Is there anyway that I can follow/track this bug.... so that I can see if it gets fixed? This is somewhat of a showstopper for me :-( Cheers, Joe
  13. Hi Carlosan, I'm not entirely sure... but I don't think so. To better try and explain what I want to do let me attempt to simplify.... 1. Hide areas of mesh with hide tool (I'm doing this so that I don't destroy certain areas of mesh) 2. On remaining non-hidden areas of mesh, remove specific areas using Cutoff tool (in my case I am using to make holes in mesh). 3. Unhide hidden areas of mesh using unhide all command. Result... when mesh is unhidden areas that I had removed using Cutoff tool return. Hope this makes sense. Cheers, Joe
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