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JBT27

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Everything posted by JBT27

  1. I have set the font size to small in Preferences, which has given the look I wanted. But the Compatibility settings have not affected 3DC at all, unlike all other apps I have used them with. But sorted now. Thanks.
  2. Same here. 3D Coat is not respecting my 4K monitor - I get what looks like the 1080 screen view scaled to fit my 32" 4K. Every other app works fine, mostly by setting the compatibility checkbox mentioned above. 3DC does not respond to that, and apparently has no internal means of scaling its interface to whatever is comfortable for the user. I would appreciate a fix for this. 3DC is looking clunky and behind the times with this.
  3. Thank you! Yes, it did - much appreciated.
  4. Hi - I'll admit I've got confused over this, and not for the first time. I'm working in Lightwave 2015.3, and 3DC 4.8.25(GL64). I open an object into the UV room, and that contains two meshes with two surface material names, but no UVs yet. The dialog in 3DC offers a UV set per material, so I click OK. But once open, only the first material that was in the list gets a UV set. The meshes are there, the surface materials are there, but only one set. That's the first confusion. The second: are UV sets actually separate UV maps, that can be exported, or are they only a UV management tool within 3DC? In addition, when I create a UV set, it adds a surface material of the same name to the list, when the surfaces are already named. When I export the meshes again, in LWO format, only the first listed UV set is exported as a UV map; I was assuming that UV sets would export as separate UV maps. Obviously that assumption was me, and seems incorrect. I have checked the docs and watched several vids, but not found anything covering this whole process. Surely on import, if 3DC offers to create UV sets per surface material, surely they should appear in the UV set menu. Likewise with exporting the model, and the UV maps created in 3DC. Would appreciate any insight. Thanks.
  5. Ah! Now it's working! Thank you very much.
  6. I am going from Blender into 3DC UV. The object transfers, I do the UV, I use Open In Original App, then hit transfer back in Blender. But the UV is not there, only the one that Blender does. I did apply the UV in 3DC. Does this feature work, or am I missing something? Using Blender 2.8, a build from 11 Dec, and 3DC 4.8.25(GL) on Windows 10. Thanks.
  7. Thanks. The Norton's warning no longer appears and I have updated my prefs.
  8. I have had an email asking me to reconfirm my consent for Pilgway to keep my details, otherwise I won't have access to the site nor any builds, unless I reregister. Except that Norton's is reporting the linked site, via the email button, as a phishing site. I am thinking it is not, but am not going to risk it until someone from Pilgway tells me otherwise. And perhaps if you can fix this. Thanks.
  9. That's making some sense now - I've done what you are showing in the screengrab and getting predictable results. Great - thanks very much.
  10. Thanks very much - yes, that does offer an option - just tried it. However, the FBX seems to work better than the OBJ - the FBX imports with the active UV set solid, and the inactive one translucent. But, I seem unable to mark seams on the active mesh. It seems very counter intuitive - I can make a seam stick on the inactive mesh, but not the active one. Plus, which is likely me, I cannot find how to display the texture panel in the retopo room. I can't tell if this is working or not, but it doesn't have the clarity of a single UV set in the uv room, which works great. But fine, I'll wait for a fix on the other, plus plough on trying to understand this retopo option. Thanks again - appreciated.
  11. Thanks very much Carlosan. KeepUV has the mesh invisible though, so the only way to deal with this is to apply any kind of UV to the required material sets, outside of 3DC, then import and edit UVs - that does work. Thanks again.
  12. Here is my test object, as a LWO and an FBX. Very small and simple mesh. Two materials assigned, but no UVs. I'm still not sure I am not misunderstanding what is supposed to be happening. It seems clear enough that each material on the imported mesh gets a UV set on import, and that you can either auto-map it, or keep any existing UVs. That's what it looks like to me. I'm using the Windows version 4.7.06. Thanks for taking a look. MultiUVProblem_Objects.zip
  13. It has two materials assigned. 'Central Wall' and 'Side Walls', as in the screengrab above where those names are in the UV sets fields. 3DC seems to take the material names and set up a UV set for each, except only the first in the list seems to get used.
  14. My mesh has no UVs out of LW, just those two surfaces/materials. Thanks digman - I had already tried that, but it still only shows one UV set, the first one in the list, once I hit OK. Thanks as well Carlosan, but it's the same problem. The only way I can get the two UV sets into the UV room to work on them is if I import the mesh already with two UV sets. I tried the settings you listed, but if I tell it to keep UVs, when the mesh has none on import, the mesh is invisible in the workspace and I can do nothing with it. I was wanting to allocate one surface/material to one UV set, and another to a second UV set; again, I assumed that the dialog was setting up one UV set per surface/material. If I import a mesh with ten surfaces, I get ten UV sets in the import dialog, but only the first is workable in the UV room - the rest don't appear in the UV menu at the top. I may well have misunderstood the workflow, and in fact ten UVs for ten surfaces is something I don't want anyway, mostly. It seems it's easier to allocate surfaces to UVs outside of 3DC, then use 3DC to edit each UV.
  15. I import a LW object, which has two surfaces named, for UV mapping. The dialog is the one for importing a mesh for per pixel painting, and maybe this is where I misunderstand. Once I hit OK, I have only the first UV set. Kind of confusing (to me), when it looks like it's going to generate one UV set per surface. I assume it isn't, because it doesn't, and that if you want different uv sets per surface, you have to set that up separately.
  16. Yes, I have posted a question in the Element forum over on VC.
  17. Thanks very much. Yes, I tried this, but it makes absolutely no difference to the visibility of seams with the normal map. This is definitely something to do with the normal map from 3DC ported straight into Element3D. In the first attached screengrab, you can see the normal map in Element3D's Normal Bump channel - it looks kind of washed out too. But the thing is, if I use the Convert Bump checkbox, the seams disappear and I get the correct relief. I guess it's just treating the map as a greyscale and converting it to a normal. Interestingly, the manual only contains a link to Crazy Bump, suggesting to convert bump maps to normals. I know this works, via ShaderMap in my case. Maybe I do that and don't worry about it
  18. It's been confirmed that Element3D supports tangent space normal maps, which is what I'm baking to. So that's one thing down. I'll still email - just pursuing the problem.
  19. I'll try that - thanks Carlosan. I have resolved the Lightwave issue, which was setting the normal map to linear within LW - I should have remembered that. Element3D is proving more thorny. I'll drop an email - thanks again.
  20. Thanks. But I have tried multiple combinations of inverting channels, including just the green channel, but all it does is alter the problem, not remove it; those seams are still made visible. All other maps map correctly - it's the normal map only that is causing this trouble. In fact this problem also crosses into Lightwave. The only workflow I'm getting a clean export is with Unity.
  21. I'm having problems exporting normal maps from 3DC for use in Element3D. This is purely the normal map. All other maps do not show the UV seams - I deliberately UV'd with these seams so I could check the problem. I don't know what normal standard Element3D uses, but so far, I cannot get round the normal generating these seams. If I export a displacement map from 3DC and have Element3D 'convert grayscale', that works, but actual normal maps don't work, so far. Does anyone have this workflow up and running? I've tried the presets one after the other, but cannot get round this. Thanks.
  22. Javis - shall I send the file, and if so, where to exactly? Thanks.
  23. Nope - ditching the configs and re-exporting the 10.2 million poly object at 50% still results in that fragmented object back in LW.
  24. Thanks Javis - I'll try that now and report back, but if no change, I will indeed zip up that file so you can try it out.
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