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Everything posted by ajz3d
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Tube Clay with a constant pressure, spacing of 1%, and a sharp default circular alpha. This does not happen with other default circular alphas. Somehow this alpha makes the tool explode the mesh. Edit: Just noticed I was using an alpha from Artman's presets. However this is the same alpha that ships with 3D-Coat if I'm not mistaken. And the interesting fact is that the one from "default" folder doesn't cause this issue. Edit2: Okay, the default one also causes this issue. I forgot to reset the spacing to 1%.
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Do we have a tool that automatically aligns an island to U or V axes using an edge as a guide? IIRC something like this is possible in Maya. For some reason 3D-Coat insists on placing some of my UV islands at odd angles. I'd like to avoid correcting this manually because it's impossible to perfectly straighten anything this way.
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Enable View->Axis to display world axes. Positive is where axes' labels are. You can always invert the symmetry direction by marking the Invert Mirror checkbox.
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- 3 comments
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- terror bird
- robot
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[Solved] Seam that won't delete
ajz3d replied to Stumpytwig's topic in SOS! If you need urgent help for 3DCoat
That's a very convoluted solution. Have you chcecked for multiple UV sets in your scene, like I suggested? -
[Solved] Seam that won't delete
ajz3d replied to Stumpytwig's topic in SOS! If you need urgent help for 3DCoat
Check if the island is not on a different UV-Set. -
Will they still be able to pick their noses?
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I have something better to share. Unity beta version (5.5.0b10): Source: https://unity3d.com/unity/beta
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'H'-key is the default hotkey for that.
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Hard to tell without seeing wires and UVs.
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I'm using Rotate in Screen Space event for trackball-like navigation.
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Hello Michael, nice to have you joining our community. In case of trouble - ask away.
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This is usually taken care of by mip-maps, pixel/texture filtering or anti-aliasing in the target renderer. At worst case scenario scale up the pattern, which from what I read you already did.
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Here's how it looks on my 3DC instance. 100% SM depth, 100% brush depth. Maybe your paint layer has depth opacity > 100%, or you made some changes in SM height channel's extended parameters window?
- 17 replies
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- normal map
- designer
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Is depth map from the link the same as used on screenshots? Looks different.
- 17 replies
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- normal map
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No need to use normal map for this. Export height from SD in .exr format and use it as height in your Smart Material.
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Unfortunately in this particular "boxy" case, to main axis will just put the manipulator inside the bounding box of an object. It won't rotate it to orientation the object was originally imported with, which is strange because this button seems to be working much better in the retopo room, as it at least attempts to reorient local rotation axes. They still don't match the original orientation though (as seen below on the screenshot from retopo room):
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I just made a test by exporting a rotated and translated box out of Houdini and imported it back into 3D-Coat and Blender. Blender does preserve the local rotation axis, but places the box at the origin (though the axes are probably wrong because in Blender Z+ is up). 3D-Coat ignores local rotation axis, but places the box correctly. A bug, behavioris intentionalis or user error? :P Original: Blender: 3D-Coat (Sculpt Room):