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riuthamus

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  1. So, this is interesting.... I exported my UV model (the black AO one) and then re-imported and created a bake map and walla.... (not sure it matters, but I left the covert Z up so it moved the models orientation again)
  2. This is the UV map, on a brand new model. This is the AO map at 1024 This is the Curve Map (default settings) I was trying something that I thought was causing the issue (importing from maya while all the objects were in a group in maya). That didn't do anything, however, it did create an interesting result. A DIRECT import from maya with these settings: Had the following default UV's (I didnt create them so I am assuming 3DCoat is auto doing it?) And without doing ANYTHING, just going directly to bake an AO, this is the result I would get: So, that makes no sense....
  3. I will try that, but I am doing the normal size for UE models. Would seem odd, but it might be related since I have other issues related to UI import and export. Let me tinker a bit and will get back to you.
  4. And just so it is clear that my UVs are not the issue, this is what it looks like in Substance Painter: Baked AO, Normals, Curvature, World Space Normal (no issues)
  5. As far as I can tell, no issues with my UV. I will re-unwrap them just to be sure. I think it has to do with smoothing groups. My import settings might be the reason for it, since I can get the textures to spawn correctly when I tick some of those settings off/on. I still get black with these UVs unwrapped and applied. However, if i export and import and lock normals and generate smoothing groups... I can bake an AO. The AO is blocky and not really proper. If I turn off the setting for generate auto smoothing groups I still get the black issue. THIS IS WHAT IT LOOKS LIKE IN MAYA WHEN EXPORTING:
  6. I do not understand why I keep getting a black texture. Some models it works just fine, others it doesnt. I cant seem to understand what is causing this. Any help or suggestions would be great! THESE ARE MY BAKE SETTINGS: (I have tried without, reduced lights, non separate objects) THIS IS THE RESULT:
  7. This just helped me fix my issue. Odd that I had to disable an audio driver to get the program to run.
  8. It sounds like the same issue, but that driver has nothing to do with my setup. I do not have the same things he does. I will, however, find the audio driver and attempt to turn it off and back on and see if that has any change/effect. **EDIT** - That somehow worked. I am not using a Cintiq, however, I am using a HUION and when I turned off the audio driver and started the program I had no issues. Why that works/fixed it... I do not know but seems good for now. Let's hope this does not affect my streaming :P
  9. So, recently I got a new Huion 4k display and got it all set up. When I moved my 3DCoat over to the display, all was good. However, upon closing the program and opening it again it just sits on a white screen and times out. I have to force the program shut and then, it won't work at all until I delete the folder. Once the folder is deleted it loads up on my ULTRAWIDE monitor (that is not 4k) and I have no issues. I can replicate this every time.
  10. So, I tested it and found the issue. 100% it was because the axis on export of FBX. thanks for pointing that out. The workspace orientation doesnt matter it seems, so... once fixed all is well.
  11. @Emi not sure if you watched the video or not but clearly that wasnt the problem. The face issue was related to the normals and importing normals from Maya over. It works flawlessly when I do not import with Z axis up. So, there is an issue with computation of normals upon import of only when exporting using Z axis from maya. I will check to see if there is something I missed on export of the FBX but the stuff mentioned doesnt seem to be linked at all. I looked and it was not set to Y, changed it now and will be testing, results to be posted shortly.
  12. And, when I go to paint this is the odd thing I have happen, the cursor isnt showing for some reason but its facing Y when I try to paint on the top face (coming out of the z axis line)
  13. So, recently I wanted to make my models in Maya using Z direction up. This makes for importing into UE4 much easier, however when I do this and I try to import into 3dcoat I am no longer able to paint the model properly. It is like the normals or something get jacked. Has anybody else had this issue? This is the import settings: This is the result This is what it looks like in Maya when I export it
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