Member Devbro Posted December 1, 2016 Member Report Share Posted December 1, 2016 For some reason my material is black in the sculpt room no matter which material I choose. Not sure what I did or if it's a bug. Quote Link to comment Share on other sites More sharing options...
Member Devbro Posted December 1, 2016 Author Member Report Share Posted December 1, 2016 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 1, 2016 Report Share Posted December 1, 2016 Check the bottom of your screen, you have a red warning about the layer being non-uniform. Voxels need to be uniform. Whenever you stretch the voxels along one axis only, they become non-uniform. Right click on the vox-tree ear layer and select global space or uniform space to fix the problem. Quote Link to comment Share on other sites More sharing options...
Member Devbro Posted December 1, 2016 Author Member Report Share Posted December 1, 2016 Just now, Carlosan said: Check the bottom of your screen, you have a red warning about the layer being non-uniform. Voxels need to be uniform. Whenever you stretch the voxels along one axis only, they become non-uniform. Right click on the vox-tree ear layer and select global space or uniform space to fix the problem. Hi thanks, I just tried that but nothing changed, all the other layers are lit up just fine as well so it's not the lighting. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 1, 2016 Report Share Posted December 1, 2016 The mesh normals are ok ? I am shooting in the dark but... Please try this: RMB over the voxel layer Flip > Flip normals Quote Link to comment Share on other sites More sharing options...
Member Devbro Posted December 2, 2016 Author Member Report Share Posted December 2, 2016 I'm not sure, how do I tell? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 2, 2016 Report Share Posted December 2, 2016 Vertex normals are invisible lines pointing out of a 3D model's surface, at each vertex. The game compares these normals against a light's direction. If the light is directly facing a normal, the surface is brightest there. When a normal is facing away from a light, the surface doesn't get lit by it. Source... Quote Link to comment Share on other sites More sharing options...
Member Devbro Posted December 4, 2016 Author Member Report Share Posted December 4, 2016 (edited) On 12/2/2016 at 2:54 AM, Carlosan said: Vertex normals are invisible lines pointing out of a 3D model's surface, at each vertex. The game compares these normals against a light's direction. If the light is directly facing a normal, the surface is brightest there. When a normal is facing away from a light, the surface doesn't get lit by it. Source... Oh oops I didn't see instructions for the flip normals in the previous post. Yeah I just tried that and the objects are still unlit. :/ This file was on another computer that crashed, so I took the file and installed 3d coat on this current one, all of the other objects were fine in this file that I transferred, do you think that has something to do with it? Edited December 4, 2016 by Devbro Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 4, 2016 Report Share Posted December 4, 2016 If you would send me the model, then I could take a look at it. Zip it and post it for download or send me a pm with the link. Quote Link to comment Share on other sites More sharing options...
Member Devbro Posted December 6, 2016 Author Member Report Share Posted December 6, 2016 On 12/4/2016 at 3:50 AM, Carlosan said: If you would send me the model, then I could take a look at it. Zip it and post it for download or send me a pm with the link. Ok I zipped it and the total size is about 950 mb. It was 3.4 gb before being zipped is that normal? Anyway I can't send a file that large through a message. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 6, 2016 Report Share Posted December 6, 2016 Check PM please. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 7, 2016 Report Share Posted December 7, 2016 In paint room, there is a layer base switching this layer visibility off front legs > leg > Volume596 is visible again. note: When you paint a retopo model, always remember to switch off show voxels in paint room. show voxels in paint room = on is used to polypaint any surface model from Sculpt room. Hope this help 1 Quote Link to comment Share on other sites More sharing options...
Member Devbro Posted December 8, 2016 Author Member Report Share Posted December 8, 2016 Awesome thanks, that's weird I didn't know paint layers would affect layers in the sculpt room. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 8, 2016 Report Share Posted December 8, 2016 Hi ! This video explain Surface Paint workflow in 3DCoat Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 8, 2016 Report Share Posted December 8, 2016 I had notice that some meshes are not in Global Space, and the mesh scale is not uniform (red warning at bottom) remember to convert that meshes to Global Space after any resize in one direction because the mesh keep stretched. 1 Quote Link to comment Share on other sites More sharing options...
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