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ajz3d

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Everything posted by ajz3d

  1. Oh man, this sounds awesome. I didn't have a chance to try Oculus yet. Perhaps tomorrow - on a local tech show. So you actually did try sculpting in 3DC with the helmet on your head? The experience must have been literally out of this world!
  2. You have non-manifold geometry here: You might want to fix it, reimport the model for unwrapping and see if it helps. It it doesn't, select the island and use the To GU tool. I just tried it and it unwraps this island correctly (even with this dirty area present). Looks like unwrapping with UV Room's Unwrap works in a little bit different way than a direct unwrap of selected islands with Global Uniform algorithm, even though Unwrap uses Global Uniform by default. Strange.
  3. Here's some nice info about this type of links: https://www.howtogeek.com/howto/16226/complete-guide-to-symbolic-links-symlinks-on-windows-or-linux/
  4. Create a symbolic link that points from your Documents\3D-CoatV47 folder to a place on another drive.
  5. Can you provide a direct link to the video?
  6. ajz3d

    Nitrogen gun 3d model

    Retopo is your friend in such cases. An excellent model. Very original weapon.
  7. Unfortunately, I'm all out of ideas. Have you tried notifying 3D-Coat's support about this issue?
  8. Confirmed. It seems that all modal dialogs that allow for curve tweaking are causing this issue.
  9. Unfortunately I can't reproduce it. Realtime rendering seems to be working fine with locked and unlocked environment. I'm on GTX 660Ti with 378.66 drivers.
  10. It works OK on my end. Have you tried 3D-Coat with "factory" settings?
  11. Very nice work with the RenderMan bridge. I noticed that cutout opacity maps are rendered incorrectly though.
  12. Me too. 4.7.26 I'm not sure what to say as I just tested it a minute ago and it works just fine. Create a cube, switch to Vox Layer, choose 3D Closed Spline from the E-panel, make a selection, press Enter, then apply (from the Vox Layer's tool menu). Works perfectly in voxel and surface modes.
  13. Okay, so what you could try is to: 1) Check the "Import tiles as UV sets". 2) If the above doesn't help, you might try switching places of Face and Torso UVs along U in an external DCC app. This should enforce the correct order of UV tiles. Import the modified file with 1) checked and unchecked just to be sure.
  14. You're talking about splat maps. You paint a surface with vertex colours or directly over a UV map and use those colours to lay out specific textures (each colour means a specific, repeated texture). This is usually done in target engine, but you can also paint splat maps in 3D-Coat as plain colours (for export as FBX later on). You won't see the exact result though, but you could approximate it (a preview of sorts) in 3D Coat by painting each colour on a separate paint layer and then filling that layer with Smart Material of your choice. Smart Materials are tileable (though there's no numeric input for the number of repetitions last time I checked). Filling of each layer can be accomplished by right clicking the material and choosing "Refill Layer". This will replace all non-transparent pixels with the material.
  15. Your new model should have similar UV coordinates to the original one. Perhaps in your new model UV island of the head lies in place of the torso, or the other way around. You might try to edit UVs of the male character before replacing the geometry, so that they are similar to the original female model.
  16. Nope. You can only lock paint objects and surface materials.
  17. 1. Do you want to use vertex colors of a reference mesh as a guide to UV seams on retopo mesh, or do you want to use vertex colors of retopo mesh as a guide to its own UV seams? 2. I'm curious, why do you need to do it this way? This seems to be a very non-standard workflow which doesn't make much sense to me because of topology differences between reference and retopo meshes, unoptimized results, etc. Anyway, in 3D-Coat it is not possible to do what you ask for, though you can do it in Houdini for example.
  18. Yep, unfortunately everything that comes through retopo room gets its vertex normals averaged. There's no way of preserving custom normals as far as I know.
  19. Try AVIDemux. It can read sequences of image files, encode them as H264, H265 (amongst other formats) and save them in a variety of containers (MP4, AVI, MKV, etc.). http://avidemux.sourceforge.net/download.html
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