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Carlosan

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Everything posted by Carlosan

  1. All subobjects have a HOLE not closed. TY
  2. Hi - Highres painted mesh visible in the paint room. Is an object sculpted at Voxel Room using Surface mode. Done - Go to the retopo room and import the OBJ as a reference mesh Done - Unwrap the new topology. Not done, i need to use the UV set done in another app. - use Merge with NM (per pixel) with your reduced mesh in the retopo room Done - At Paint Room file export model. Set the pop up window Done AND ITS WORKS PERFECTLY !! TY SO MUCH ERIC !!
  3. Hi I followed all the steps with no luck. I have a LOW POLY Mesh -15.000- tris The low poly is one obj with subobjects, like hand head, etc The subobjects are separated because have different edge density The subobjects have open mesh The .obj have UV map Import mesh for voxelizing, At Merge tool: without vozelizing make mesh closed At Voxel tree Increase resolution I begun sculpting At paint Room Only opacity Layer used, object painted At Voxel room, RMB Autotopo PPP At Retopo room I see the voxel object and the retopo I delete the 3DC retopo mesh, because like to use the original lowpolymesh File import retopo mesh... original low poly with UV set imported. At paint room At Subobjects window, object deleted back To Retopo Room Merge into scene - PP with NM back to Paint Room Only can see the low poly mesh I can switch on/off show voxel room object and can see the sculted object No NMap, No CMap Any help is welcome TY !
  4. Hi People Please will any1 to check if reference mesh/ Big mesh procedure is working ? ty in advance ----------------- FILE IMPORT Reference Mesh. Import the mesh to use as a reference for the retopology tool. Big Mesh. Import a large mesh (up to 16 M). This function requires two meshes; a low-poly reference mesh and a high poly mesh. Both should have the same non overlapped UVset. First import the low-poly mesh into scene using the usual import dialog, then load the high poly mesh using this option.
  5. Ty JOshy. Checked, only have 1 UV set.
  6. Hi Was the originals multiobjects closed before voxelizing ? ty
  7. Hi all Im using Blender 2.63.27 IMPORT STEP I sculpt a voxel, retopo for PPP, painting it and adding normals maps. Then Export to blender, obj saved. At Blender AppLink updated reference mesh. The object is HUGE. ------------------- EXPORT STEP I make a Low Poly at Blender, export .obj Retopo room, File import retopo mesh The object is TINY. Why ? Ty in advance. ------- note: I changed at 3DC Define measurement units but obj size remains the same.
  8. About Octane Render There is a request for an AppLink Exporter here http://3d-coat.com/forum/index.php?showtopic=6707&hl=octane&fromsearch=1
  9. wait!! actually where is this pop up at Voxel Room !?!?!? O_o
  10. http://3d-coat.com/forum/index.php?showtopic=10189&view=findpost&p=79164
  11. Hello I have a low poly mesh made in Blender, but the mesh is separated into sub-objects (head, hands, helmet, etc). All Sub-objects are OPEN. - First at retopo room RETOPO import retopomesh. The retopo mesh need to be resized any fixed amount ? Because is very small. - Now at Voxel Room Merge without voxelizing from retopo. make mesh closed. At this point everything is ok, Object is still tiny. The Merged Sculpt object have the same amount of triangles the low poly object have 15.000. The layer density say [8x]Volume19 * My idea is to sculpt a High mesh, paint it, and then bake the result over the low poly mesh -imported at the beginning of the process- just to get normal, color, specular maps. Then i need more subdivision right ? At VoxTree windows i select Increase resolution of the current object Required polycount: 8.000.000 Resample quality: Smooth The Layer say [223x] but the edges are rugged, i need to smooth all manually, because smooth all do nothing. So i begin the Surface Sculpt, paint and selected FILE Export mesh at Paint room. Second part I begun a New project: Now i have the original Low Mesh and the Big Mesh exported from paint room in the last step. So at Retopo room: File import reference Mesh File import Big Mesh reading object bar go left to right annnnnnd... nothing No new paint layer, no new object at retopo room, nothing at voxels What im doing wrong ? Which is the procedure so ? im lost. TY in advance and regards.
  12. Samuel Lapere is a graphics developer working at OTOY (which owns LightStage and Octane Render) He is posting news at SIGGRAPH about BRIGADE DEMO -Real-time path tracing- in his blog http://raytracey.blogspot.com.ar/ The BRIGADE code is based in TOKAPSPT, an open source real-time CUDA path tracer (Cheap realtime global illumination) http://code.google.com/p/tokaspt/ Source http://code.google.c...tate%253Dclosed
  13. TY Andrew !! loud and clear !
  14. Do you like to report some bug but don't know how to do that ? Do you like to do some request, but don't know if another user ask for the same before ? 3DC use a great system to help with it. The Mantis web site. http://3d-coat.com/m...ll_bug_page.php Of Course you can always post it on the Forum Support Section http://3d-coat.com/f...hp?showforum=30 At Mantis you can find change logs, day to day reports about bugs and 3DC request list. Fell free to ask for an account there. Your help is welcome.
  15. Bug reporting Pool - Start up time !! What should be fixed first ? Please add your suggestion to make a pool for the bug fixing list votation. TY !
  16. Ty for asking Is the user group alive ? because i dont have a linkedin account but yes a google+ account. just like to know that. regards !
  17. i dont understood very well but... you like to be back to default axis symmetry orientation keeping the sculpted/rotated voxel object position ? make a new voxel layer take the original layer and select with RMB MOVE TO the new layer
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