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NinjaTaco

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Everything posted by NinjaTaco

  1. No. Apparently "Lock Normals" on import is a feature that doesn't play nice in the 3dcoat display.
  2. How do I get the display to match the UV texture that was painted on it? Right now it is acting like it has a completely different set of UVs. pic 2. Rendered. pic 3. moving model while in rendered view.
  3. These tools.. I hate this hover popup overlay a lot. I'm tired of dealing with it for the past several years. It just annoys me. I just want to click one of these things. have sit there. And if I click it again. It hides it. maybe left click to engage that menu set and right click to disengage it. What can I do to this thing to stop this annoying hover popup functionality.
  4. Is there a way to adjust the normal smoothing angles in 3dcoat so that models don't look gummy? (more of the image on the right. less of image on the left)
  5. Basically I need to create a wireframe texture or something that more closely resembles hidden line removal for like 600 objects. Is there a simple way to do this in any program? I know there are painting filters in 3dcoat (cavity etc) but they don't always work in a desirable way. Is there an easy way to do this?
  6. What happened to the stencil hotkeys? I can't move it around anymore. right clicking.. shift right clicking does absolutely nothing now.
  7. Sorry for the late response. I do appreciate you taking the time to tinker with the file. What I ended up doing several days ago before you replied was separating the floor from the walls. For some reason when I did that it, it solved the problem with the normals.
  8. I tried locking. inverting... different combinations. It would almost be correct but something on doorway would be backwards. And I checked the surfaces and they were facing the right direction... But then inside the 3dcoat it wouldn't be facing the right direction. File included. I think maybe because the mesh is almost entirely closed and the normals face inward (it is a room) that is confusing some kind of automated process that 3dcoat does when importing objects. replicator_C.obj
  9. What do I do if 3dcoat is displaying the normals reversed.. but exports the normals correctly? Is there a way to make 3dcoat display the object normals as they are?
  10. Using the free tool. Select the "paint single polygons brush". Freeze some polygons. Then try to use.. Freeze border... Or expand freeze. Contract freeze.. Smooth freeze. None of these things work with anything that had anything to do with the paint single polygons brush. Am I doing something wrong?
  11. You need to use to the vox extrude to see the line.
  12. Uh. Where is your line? I don't see a line. (see pics)
  13. Haven't posted in ages. Been doing different things. I have some free time today. Opened some old and recent files (couldn't open some really old files sadly.. 3dc kept crashing) Also included some recent kitbashes.
  14. I freeze a part of the mesh with symmetry on. And it doesn't matter if I smooth with symmetry on or off it always makes the frozen area asymmetrical. How do I smooth a frozen area and maintain symmetry? (the image is a screen shot of a sphere that was frozen and smoothed with symmetry on. A copy of the image was taken into photoshop flipped horizontally and the opacity reduced and layed on top of a unflipped image.)
  15. 3dcoat really needs to just slice the polygons along the frozen sections areas and the push those areas in our out. As of now it doesn't extrude it just pushes in and out.
  16. I only get rough edges. But I don't want a separate object though. I want a clean extrusion.
  17. How do you draw straight lines with pose? (in tranpose mode) Like how in some 2d applications I can hold shift and it draws a straight line. How do I draw a straight that is either vertical horizontal. (and diagonal would also be helpful)
  18. Can anyone explain why I have to invert the green channel for normal maps to appear correctly in unity?
  19. Can I autoretopo a mesh. Then clean up the autorepo mesh with the retopology tab. Setup uv maps. Then bake? How would I do this? Because when I try this, the autorepo mesh that was created remains unchanged in the uv tab despite the changes I have done to the mesh in the retopo tab. .... Edit.... I guess I would have to use. "merge with (ptex, mv, or ppp)" to get this to happen.
  20. I'm not really sure how I am supposed to import multiple UV sets without automapping because when I do tell it to keep the UVs that are already established, it crashes. But if I do automapping it combines all the uv sets into one. Maybe it is because I am using the mac version?
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