Advanced Member Marc Wakefield Posted June 25, 2015 Advanced Member Report Share Posted June 25, 2015 Hey Coaters! Long time no speak. ;-) I have been stacked with work and haven't been by in a while. As a long time user of 3D Coat, I should probably know the answer to this question but I don't so here goes: Is there any way to have two rooms open side by side? Why would I want this? I import a low poly model to the paint room (Mixamo 'Adobe' Fuse base or Makehuman base) which has its face polygroup previously conformed to a high poly 3D face scan using the wonderful WrapX. I import the aforementioned high poly face scan to the Surface / Voxel room. I create the retopo object from the low-poly model in the paint room. I then switch to, switch back, switch to, switch back, etc..... between paint and Surface / Voxel mode to move the face scan in place so I can bake a normal map to the low poly object. It works really well and it is pretty fast when compared to doing it in Zbrush or Blender.... but it could be faster and completely amazing if I could work across both rooms while seeing them at the same time, side by side. Failing that, is there any way to move the Voxel / Surface object in the paint room? It is already visible.... This method is similar to the 'project all' command in Z-Brush but could potentially be a lot quicker. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 25, 2015 Report Share Posted June 25, 2015 Hi ! you mean this ? Quote Link to comment Share on other sites More sharing options...
Advanced Member Marc Wakefield Posted June 25, 2015 Author Advanced Member Report Share Posted June 25, 2015 Thanks Carlosan, I know about that option and have been using it. I would like to move the voxels in the paint room to align them with the low poly mesh without switching back and forth. Can it be done? Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted June 25, 2015 Contributor Report Share Posted June 25, 2015 How about importing your low-poly mesh to a separate layer to the Sculpt Room (without voxelization), ghost it and use it as a reference while you're pushing and pulling your hi-res mesh? 2 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted June 25, 2015 Reputable Contributor Report Share Posted June 25, 2015 AJZ actually wrote a script that will allow you to send a mesh in the Paint Room directly to the Sculpt room. You could use that to import the mesh there as he said, a reference mesh (ghosted) 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Marc Wakefield Posted June 25, 2015 Author Advanced Member Report Share Posted June 25, 2015 Thanks guys! That sounds like a perfect solution. Is the script available to download? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 25, 2015 Report Share Posted June 25, 2015 http://3d-coat.com/forum/index.php?showtopic=16305 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Marc Wakefield Posted June 25, 2015 Author Advanced Member Report Share Posted June 25, 2015 While I am here asking questions; does anyone else experience issues painting on the normal map layer with the depth brush after baking? Quote Link to comment Share on other sites More sharing options...
Advanced Member Marc Wakefield Posted June 25, 2015 Author Advanced Member Report Share Posted June 25, 2015 Thank you Carlosan! :-) Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted June 26, 2015 Reputable Contributor Report Share Posted June 26, 2015 While I am here asking questions; does anyone else experience issues painting on the normal map layer with the depth brush after baking? I'm not sure why...it's something I asked Andrew about before and never got a clear answer....but for some reason, 3D Coat locks the normal maps that are merged into the Paint Room as a result of baking in the Retopo Room. Not sure, but I think imported Nmaps are the same way. Some tools work on them, but it's very limited. I think the Eraser tool and some other work, but it largely prevents modification of the NM's on that layer. To add detail, create a new layer and have at it. Just know that 3D Coat heavily restricts editing of baked or imported NMaps. Quote Link to comment Share on other sites More sharing options...
Advanced Member Marc Wakefield Posted June 26, 2015 Author Advanced Member Report Share Posted June 26, 2015 Interestingly, I am able to edit the normal map using the colour brush. It paints at 0 (flat) and will also blur. This kind-of solves my problem but it would be great to edit them properly like any other map. I am glad to know it is not just an issue I was having. I have ignored it mostly and just 'got on with it' as I do with most things. Quote Link to comment Share on other sites More sharing options...
Advanced Member Marc Wakefield Posted June 26, 2015 Author Advanced Member Report Share Posted June 26, 2015 Ajz3d, you are a legend! That script works perfectly for my needs! Thank you so, so much for making it! You have saved me hours and lots of messing about in Blender and Zbrush! Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted June 27, 2015 Contributor Report Share Posted June 27, 2015 Hey Marc! Thanks. I'm glad to hear that you find the script useful. Quote Link to comment Share on other sites More sharing options...
Advanced Member Marc Wakefield Posted September 6, 2015 Author Advanced Member Report Share Posted September 6, 2015 (edited) Hello everyone! I feel like I only come here to look around and ask questions now. ;-) Anyway. Is there a way to have the voxel / surface object show up in the tweak room? Many thanks in advance. I am now looking to manually tweak the face of a low poly template human mesh to match the position of an imported face scan. Kind of the reverse of the above. I know I can import both into the sculpt room and do it that way but I was hoping a simple 'show voxels' tick box existed in the tweak room. Does it? Maybe I am just not seeing the wood for the trees.... ;-) Edited September 6, 2015 by Marc Wakefield Quote Link to comment Share on other sites More sharing options...
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