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Everything posted by Carlosan
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how to import multiple textured objects in paint room
Carlosan replied to maxt's topic in General 3DCoat
3DC will look at UV tiles as UDIMs, and will allow you to import and export them. The function is currently called "Import UV Tiles as UV Sets". It was called "Import UV Tiles as UDIM", but someone (other than me) changed it back to it's old name. That said, when you import your file, tick the box "Import UV TIles as UV Sets", and it will import all of your tiles and rename them according to their UDIMs. Then also when you're done and exporting, tick the box "Export UV Sets as UV Tiles", this will keep the UDIM imported tiles and the names assigned to them upon import. -
Are your graphics drivers up to date ?
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[Solved] FBX import from Maya not working
Carlosan replied to Mechapangolin's topic in General 3DCoat
Try installing latest version 4.7.37 -
Unable to accomplish anything without crashing...
Carlosan replied to Kierab's topic in General 3DCoat
Are you using latest version ? Try the command Remove NGons. -
Hi, please send support-related question to Andrew Shpagin at support@3dcoat.com Thx
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This video covers a number of new options for previewing and utilizing HDR envrironment maps within a scene, for both lighting and for the background. You welcome.
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Sculpting with hi-res custom alphas (What Am I doing wrong?)
Carlosan replied to trubetsk's topic in General 3DCoat
Voxels are like 3D pixels (made of clay, let's say) and are very good for creating a model that needs only surface details added. It is the preferred medium for doing booleans without errors. Change to surface mode when details are to be added (especially with the automatic tessellation used in the Live Clay tools). - Use Voxel mode for rought blocking. - Surface mode to add details - And Live Clay tools mode to add fine details, as your Alpha example need. -
Dont use Environment map. Try changing Camera > Background > Vertical Gradient
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Baked texture seems to work, but only default shader is showing
Carlosan replied to Kierab's topic in General 3DCoat
Check Scene Scale and measurement Units, are ok ? -
Baked texture seems to work, but only default shader is showing
Carlosan replied to Kierab's topic in General 3DCoat
If only need to transfer textures, use Transfer maps tool in Maya. This quick video covers baking diffuse or color maps from your high polygon mesh in Maya to your UV mapped, low resolution model in Maya for use with texturing for game art creation. -
Sculpting with hi-res custom alphas (What Am I doing wrong?)
Carlosan replied to trubetsk's topic in General 3DCoat
Falloff value is 0 ? -
Hope this help
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Please check this workflow
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This is not bake settings, its export window in paint room. Please go back to retopo room and use the command in bake menu.
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Sculpting with hi-res custom alphas (What Am I doing wrong?)
Carlosan replied to trubetsk's topic in General 3DCoat
Hi Are you using version 4.5 ? The new version of 3DCoat 4.7.37 fixed several issues with alphas. Please give it a try. Thx -
Did you import the model in paint room ? 1) Go back into the Paint Workspace and delete the problem meshes (so we don't have duplicates) from the Paint Objects or Surface Materials panels. Once you do this, at the bottom of the (Paint) layer panel, the last icon on the right will clear any unused paint layers. This is all a house cleaning measure. Now we are ready to merge the modified mesh to the Paint room. Go to the BAKE Menu and choose "RETOPO to Per Pixel Painting (no bake)." This sends a copy of the mesh directly to the Paint Room, and you should be good to go. 2) Rather than house-cleaning then merging, you can just replace the mesh in the Paint room. Go to the RETOPO Menu > EXPORT. Then go to the Paint Room > FILE Menu > IMPORT > REPLACE GEOMETRY. Hope either one of these helps.
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PIXAR's RENDERMAN Free Non-Commercial Use
Carlosan replied to Carlosan's topic in CG & Hardware Discussion
RenderMan 21.5 * “Path Traced Subsurface Scattering,” advanced technique for skin and New artistic controls provide a wide range for new effects in hair and fur. * Rendering performance gains on scenes with thousands of light sources, or complex combinations of mesh lights, hair and fur, volumetrics, and arbitrary outputs. * Updated Denoiser enables new compositing workflows and is substantially faster due to advanced code optimizations. | * UI simplification and workflow improvements for secondary passes, holdouts, material presets, and deep compositing. RenderMan 22 (Preview), * “Always-on” rendering embedded in artist applications, responding instantly to geometry, camera, light and material edits delivers interactive frame rates with the same renderer used for batch renders. * Fast vectorized OSL shader network evaluation on Intel scalable-SIMD CPUs were also shown. * RenderMan XPU renders on both CPUs and GPUs concurrently, taking full advantage of workstation resources