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megatrousers

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Everything posted by megatrousers

  1. The rate 3d Coat develops at is astonishing. I suspect Andrew codes in a cape and cowl. Congrat's on a great release.
  2. Woops, 'Apply to whole curve' at the bottom of the tool options does exactly what I want.
  3. Is there a way to either: transform an entire curve object in the same way as other primitives before adding it as voxels/surface? -or- select and tranform multiple points in a curve at once? I was making a pair of shoes and wanted a typical 'bunny-ears' knot in the laces. I used the curve tool to make the knot and it worked well, but figuring this is something I'm likely to want to re-use, I made the generic knot in a seperate file and saved the curve. But now when I import the curve into the shoe scene there doesn't seem to be an easy way to resize and modify the curve to fit. Moving the individual points wouldn't be much easier than starting from scratch. Any thoughts?
  4. I import the model (fbx) for per pixel painting. The retopo room and how it relates to the other rooms is something of a mystery to me at the moment. Actually, all the merging stuff confuses me a bit. If I import as a retopo mesh, 3dc doesn't ask about uvs at all, but imports (and displays in the uv preview window) one uv set. I had a look at your thread here: http://3d-coat.com/forum/index.php?showtopic=7263 Do your methods require the sets be created in 3dc? I think if the process is this involved, I would ultimately lose more time than I save. Thanks for your efforts though. I suppose what I'd like is to be able to import a model with 2 sets each covering the same polys, switch between them (and see them!) freely in the uv and paint rooms and export the model with the sets intact. An additional option in the UV room to [Copy selected faces to] in addition to moving them would be gravy. Maybe if enough people deemed such a level of support useful, a feature request would be appropriate, but I know Andrew is swamped with a million other things.
  5. Can you elaborate a little please? Do you mean via uvTiling, uv sets, or both? What is the workflow? I just tried to import an fbx with 2 uv sets, but while both sets are listed in the import dialogue, and selectable in the rooms, only one of the sets contains a uv map, the other is completely empty. I know both sets are intact in the original file though because if I open it in the ultimate unwrap 3d demo, both sets are present and correct. Using 3dc 3.7.13 - perhaps I need a newer version?
  6. @ carlosa - Its not quite the same thing. UVTiles are not to my knowledge widely supported in real time engines currently, nor do I suspect are they likely to be as they seems to use the space outside the 0-1 range to store the extra sets (I don't know this for sure, please correct me if I'm wrong), while as shown in the maya video, access to this extended range is often useful for tiling(the oldmeaning of repeating a texture), so each set needs to be isolated in its own channel or layer. UVTiling also becomes harder to manage if multiple ojects need to share a uv space, such as with a lightmap. Regardless, for my own ends its not supported in dcc apps (aside from 3d coat) or the real-time engines I currently use. Just out of curiosity, if anyone does have a package supporting uvTiles, do you know if they support multiple UVs per vertex/face, as the 3dc video above appears to use each tile for different geometry - which 3dc definately already supports in its uv sets system. (...and the circle is complete )
  7. Here's an example in Maya - the first 12 minutes or so should demonstrate the idea well enough, after that it gets very maya-centric and a bit less relevant. At the moment its not that I necessariy need to work on the different sets in 3dCoat, but when passing models through it - to adjust a texture for example, it would be convienient if 3dCoat could maintain and re-export existing sets. If it isn't possible that's OK - I feel I should contribute something useful before whining about features.
  8. Hello AbnRanger, thanks for the response - though I'm a little confused on the /uv part... Most 3d applications I've used support multi UVs. A common use for this (and my current interest in it) is lightmapping. Other uses might include detail maps, or animated material effects. I don't need to work on both maps at once, but would like access to them, and moreso, would like 3d coat to maintain them on import/export of file formats that support the feature - such as fbx. Ah well, there are always workarounds About the forum, I feel it might be worth relating a little of my experience signing up. After I made my first post, the answer to my question about where to ask questions became fairly obvious - here in the new users section, but when I came back Today to check for responses, I coudn't find the thread. It took me a while to figure out, its only visible if you're signed up and signed in. I can say for sure, I would have joined much sooner if this part of the forum where publicly visible. Also, a minor point, but do the veterans find it odd to post in 'New Users' on the occasions they need to ask questions?
  9. Hello, had 3d coat pro since Christmas and really enjoy playing around in it. Want to start using it in 'proper' projects and figured I'll be needing the ocacsional bit of help, so here I am. Couple of quick questions: 1. I know 3d coat supports multiple UV sets, but it seems any given face can only belong to a single set. Is it possible for the entire mesh to have 2 or more UV sets? 2. Is there a particular part or parts of the forum for asking questions on how to do stuff? Most subforums seem to relate to development matters.
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