-
Posts
30,444 -
Joined
-
Last visited
Content Type
Forums
Calendar
Gallery
Posts posted by Carlosan
-
-
-
1
-
-
-
-
Please open a ticket support
Sending a mail to Andrew Shpagin at
support@3d-coat.com-with link to the download location of the world machine .obj file too-
ty
-
C:\Program Files\3D-Coat-V4\Languages
-
-
is not possible to apply shaders to anything but surface type of objects inside of 3D Coat
-
3DCoat will read polypaint information.
To convert the vertex paint to an uv texture retopology is mandatory.
At Voxel (Sculpt) room, switch the layer to surface mode which is true polygons.
When import select merge without voxelizing -voxel is dynamesh equivalent mode, but cant be polypainted-
Make your low model at retopo room, and then bake (merge) the imported polypainted object over the low object to go to Paint Room
In order to have a texture map, you need UV coordinates (UV map). In order to get a UV Map, you will likely want to use a lower poly version of your model, to apply UV seams > Unwrap. That's where the Retopology tools (including Auto-Retopo) come into play. So you have a more manageable version to work with and bake all your texture maps onto. The last few videos in the "Intro to 3D Coat" series (3DC Youtube channel) covers the texture baking options in some detail. You may want to name your Vertex Color paint layers, using a "Vox" prefix or suffix so they are easily distinguished from the layers that will be created when you merge (baking process) from the Retopo Room to the Paint room.
-
Reference mesh can be imported to retopologize big objects made in other 3D modeling tools. They can contain reference to textures. In this case objects will be colored; color will be used in baking and merging into scene.
-
-
1) Import reference mesh
2) Perform retopoIf need
3) Mark seams and unwrapAt Sculpt (Voxel) room
4) Switch the layer to Surface mode
use Merge Tool
Pick from retopo without voxelizing (voxelize merge the object in dynamesh mode)
Select a shader
RMB over the surface layer
Bake shader color to all visible layer
5) Retopo menu->Merge into scene (Choose Keep UV or automapping in dependence on have you unwrapped before or no)
Now you get your model in paint room ready
6) Export low poly mesh
-
You can only apply shaders to surface mode objects, which is true polygons.
---------------------
work on volumes
voxel mode = dynamesh equivalent -but witout resolution limits-, cant be polypainted or bake color
work on surfaces
surface mode = surfaces equivalent - can be polypainted and bake color
work on surfaces
Live Clay mode = sculptris equivalent (dynamic tessellation) - can be polypainted and bake color
-
-
reference mesh dont let to add shaders
is pure grey
Do you have a retopo mesh with uvlayout ?
To merge the voxel object over the retopo mesh you need to bake it.
Retopo mesh, reference mesh, voxel... i dont understood very well what you need to do. Sorry
There are some process mixed in your workflow.
will you please share any pic ?
-
Yes, here is Andrew's answer:
1. Use
bool OpenDialog(string &in extensions,string &out result)
result will be in "result".
2. Yes, read general AngelScript math doc -
http://angelcode.com/angelscript/sdk/docs/manual/doc_addon_math.html
Random numbers may be generated with
int rand(int min,int max);
float randF(float min,float max);
-
-
-
Skin shaders
Fake SSS shader
http://3d-coat.com/forum/index.php?showtopic=8184&p=73925
---------------------------
RMB over the model
Bake Color Here...
-
Are you using the symmetry in 3D coat? Or mirroring it in something else then bringing it in?
In 3D coat you after you activate symmetry from the menu, on the left side toolbar near the bottom you can apply the symmetry to the model. Then turn off symmetry from the menu and you can tweak anything you want. -
-
+1
and sorry necropost, yes... sooooo sorry but actual
0001574: Multicore optimization is not working (multithreading)
-
sure thing !
-
Is free now ?
----------------------------------------------------------------------
http://www.cgchannel.com/2014/04/side-effects-announces-houdini-engine-pricing-release-dates/
Wednesday, April 23rd, 2014
Pricing for Houdini Engine
The thing you will have to pay for is the Houdini Engine itself: a licence for which is required to interact with content created in Houdini inside another host application.
As is increasingly the case in the industry, it’s rental-only: a node-locked licence costs $495 per year, while floating licences start at $795 per year. Users of Houdini and Houdini FX can use their existing licence keys.
A single Engine licence can be used with multiple host applications, and is only required when a Houdini Digital Asset is actually open in another application. -
CAD applications have adopted the Z axis up (right handed coordinate system), as sort of a carry over from drawing floor plans, which is a view from above looking down, so that the X & Y axes are on the floor.
-
1
-
Why is it called 'Merging?'
in General 3DCoat
Posted
Merge was renamed as Bake at version 3d-Coat-V4_1-12-64
Descriptions and Language, Input Wanted