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Everything posted by Carlosan
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RGB Automap Islands from your highpoly model
Carlosan replied to Carlosan's topic in Feature requests
THis is the manual workflow im following (just for reference) http://3d-coat.com/forum/index.php?showtopic=6863 -
3dCoat Eats My Harddrive For Breakfast
Carlosan replied to kay_Eva's topic in CG & Hardware Discussion
The answer from Andrew was the color info stored really takes a big chunk of space Its possible to set the UNDO steps by project ? Its impossible to work with high textures. -
Mantis request open -any +1 is welcome- http://3d-coat.com/mantis/view.php?id=1089 Baking a RGB map from your highpoly model is a huge time saver allowing you to quickly extract selection masks that you can use as the basis of your texture. Assign basic materials to your highpoly objects using Red, Green, Blue, Cyan, Magenta, Yellow and White and then bake that down to a color map along with your normal map. You can use a Photoshop action to separate the colors into individual layers that you will be able to build your materials on top of. Make sure to use the exact color values ie: 1, 0, 0 – 0, 1, 0 – 0, 0, 1 – 1, 1, 0 – 1, 0, 1 – 0, 1, 1 and 1, 1, 1
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Hi I have a Hipoly model and a Lowpoly model. need to bake 1K color, specular and normal maps if i understood well... there is 2 workflows (and i had tested the 2 ways working different models) - Add sculpt details to the hipoly model, paint it using surface mode, import the lowpoly model into retopo room and bake -merge- with NM. or - Only bake the hipoly to lowpoly to get normal map... and paint the lowpoly for PPP in paint room adding normal details -if needed- using paint with deep. and here im lost... which way give better results for you ? paint the HP in surface mode and bake ? or paint the lowpoly using the paint room tools ? any help is welcome ty in advance
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looks like a bug reported: http://3d-coat.com/mantis/view.php?id=968
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same use here OS: Kubuntu
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I always turn off Voxel room > Voxels menu > Highlight
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i have done a model in Blender with 2 UVmaps the UVmap1 was assigned like default for render exported the OBJ, and imported it in Retopo room like uvset1 (Retopo > import) then same process... the UVmap2 was assigned like default for render exported the OBJ, and imported it in Retopo room like uvset2 BUT first i create a new uv-set Now i have the same mesh with 2 uvsets When i bake for PPP, in the paint room there is one object with 2 uvsets and 2 materials is this what you need ? hope it help
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TY digman I have a HPoly mesh with sculpted details And a LPoly where to bake the details I dont need normal or displacement map but bump map showing the HP sculpted details over the LP. bake with nm give me good result bake with mv is a mess in an external app... must i use the NM like bump map or any otherwalkthrough is needed ? ty in advance
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OpenCL support +1
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Take a look at "Knald" - a bake quality texture generator
Carlosan replied to Taros's topic in CG & Hardware Discussion
Mantis feature request to bake Concavity & Convexity maps in the same way 3DC calculate Ambient Occlusion http://3d-coat.com/mantis/view.php?id=52 -
great idea +1
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Take a look at "Knald" - a bake quality texture generator
Carlosan replied to Taros's topic in CG & Hardware Discussion
is free or trial ? ty //edit can we ask for this feature inside 3DC ? -
Mantis request open, any +1 appreciated http://3d-coat.com/mantis/view.php?id=1075 Actually the term baking is used instead of merging. To rename it is more than adequate to new users, and comprehensive to the old ones. ty
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like an illustrator or inkspace draw with strokes ? you need to keep the painted line over a 3D object... i duno if its possible... is there another sculpt app that let to do it ? any example ?