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Carlosan

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Everything posted by Carlosan

  1. 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
  2. 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.
  3. do you use on every object the same uv space ? //edit try help ? //
  4. 1) Import reference mesh 2) Perform retopo If need 3) Mark seams and unwrap At 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
  5. 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
  6. normals face inward and some faces at uvlayout overlaped try import = lock normals and backface culling = on helps ?
  7. 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 ?
  8. Skin shaders http://3d-coat.com/download/resources/file-details/?tx_neofileshare_pi5%5Buid%5D=11&tx_neofileshare_pi5%5Bcat%5D=4 Fake SSS shader http://3d-coat.com/forum/index.php?showtopic=8184&p=73925 --------------------------- RMB over the model Bake Color Here...
  9. 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.
  10. Nice ! info added to our google+ site https://plus.google.com/u/0/communities/106474664209983631500
  11. +1 and sorry necropost, yes... sooooo sorry but actual 0001574: Multicore optimization is not working (multithreading) http://3d-coat.com/mantis/view.php?id=1574
  12. 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.
  13. 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.
  14. Introducing Clarisse iFX 2.0 http://www.isotropix.com/index.php?to=products&productid=1&view=2.0tour#!prettyPhoto
  15. Show voxel in paint room, is an option in paintroom Voxel Layer > Turn off Ghost mode Before any new baking, delete the old objects at paint room windows > popups > sub-objects delete all the unused layer too cook-torrance shader change it to Pic-Mat-Grey-Clay Split Volumes Create a new group at retoporoom and move the selected wall faces remember to use name correspondence for baking Baking scan settings enjoy the model https://dl.dropboxusercontent.com/u/34697396/BuddhaWallSendBack.zip
  16. looks fine, yup Do you used spheres of influence ? http://pilgway.com/files/Happy_baking_guide.pdf
  17. upload it -compressed- to your dropbox, drive or skydrive and post the link here ty
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