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Carlosan

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Everything posted by Carlosan

  1. Inside 3DC you cant atm. 3DCoat can only have a single polygon on one UV Set, and not another.
  2. If you have more than one UV map in your FBX export, UE4 assumes the first UV map is the texturing data and the second UV map is the lightmap. If it's not a second channel in the FBX, UE4 will ask you if you want it to generate the light map on your own at the time of import.
  3. Concept artist Chris McCabe explains his process for modeling and rendering a sci-fi weapon asset with 3D-Coat, KeyShot, and Photoshop... Hi, my name is Chris Tulloch McCabe and I am a concept artist. I will be showing you my process when designing a sci-fi weapon. This workflow and approach would be easily applied to other assets like vehicles, structures, or armor. I will work in 3D mostly, as I like its flexibility and having the option to relight, change material treatment, and pass the model on to other members of the team. Giving them at the very least a good solid base to build on, or for a prop to have something to 3D print and prototype. Let gets started!
  4. Reported. Thx * Unity uses MikkTspace only after version 5.3
  5. I am reporting your issue. Glad to help. //Solved on latest version
  6. Hi In 3DC only OBJ version of the model keep the smoothing groups. Are you using latest version ? I cant replicate your issue, sorry. Can you please check this steps ? - Select UV map mesh in the Startup menu. - At import option, check off triangulate. - Create the UV and export the model as obj using Textures > ExportUV - Import the model inside 3DMax and check the model with your original side by side. Have both models same dimensions ?
  7. Latest version is 4.8.08 and is working fine. Test the new version and see if the problem is fixed.
  8. As i remember, cant be. It opens a new document every time with no history.
  9. http://store.steampowered.com/app/100980/3DCoat_V48/
  10. Hi Try cleaning up the model removing n-Gons before importing the model to 3DC.
  11. Yes, you can. For that operation is better to use Krita.
  12. Try version 2.8 and use Eevee Renderer One of the most noticeable features of 2.8 is Eevee. This real-time engine has been tightly integrated in the Blender viewport. Eevee supports all the fancy lighting and rendering features that’s common in modern 3D games. It already features: - PBR – Physically based rendering... Source
  13. Hi Please send script support question to Andrew Shpagin at support@3dcoat.com Thx
  14. Look as paint over technique Please take a look
  15. Take a look at C:\Users\user\Documents How many folders 3D-CoatV4___ are there ? Use the command Migration Master to copy from previous installation to current one.
  16. Hi Select the little yellow cubes in axis extremes to scale an object in just two axes .
  17. In geometry, a coordinate system is a system which uses one or more numbers, or coordinates, to uniquely determine the position of the points or other geometric elements. Coordinates systems are often used to specify the position of a point, but they may also be used to specify the position of more complex figures such as lines, planes, circles or spheres. There are two coordinate systems: a fixed system called the world coordinate system (WCS) and a movable system called the user coordinate system (UCS). - World Coordinate Systems (WCS) are any coordinate systems that describe the physical coordinates associated with a data array, such as sky coordinates (RA and Dec, galactic latitude and longitude, etc.) for an astronomical image, wavelength scale for a spectrum, or time scale for a time series. - The User Coordinate System defines. The XY plane, also called the work plane, on which objects are created and modified. The horizontal and vertical directions used for features like Ortho mode, polar tracking, and object snap tracking.
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