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Tony Nemo

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Everything posted by Tony Nemo

  1. Mammal and dinosaur remnant? Boggles the mind whilst stimulating the imagination (is the beak addon due to sexual selection?).
  2. Except that I'm using the Z axis, mine is identical. Also, the problem is gone, both are identical.
  3. Perhaps this is a new one. Note the imperfections in "Perfect symmetry": On a job like this, to copy and paste repetitious stuff like I'm doing would be so much faster.
  4. I found that repeated use of the Smooth All button got them back to size. So I started with new objects of the same things and thought to try Autopo. The first 'per pixel' attrmpt yielded this: Note the absence of a mesh or outer shell (nothing visible for inner shell). Another attempt for MV was the same. With simple Autopo (default), It didn't present the baking window but still no mesh. I did get one of those "Retopo via decimation" meshes but they were 100% triangles and inappropriate for my uses.
  5. It may be choking on a serious over supply of polygons. I suppose you've tried PackUV2? Just guessing but you might get rid of some geometry that's really not needed.
  6. Ngons are a big impediment for renderers. They don't belong in a UV map.
  7. Using the latest beta I was confronted with this after a bake: It doesn't go away when you go to the Sculpt space and you can't cancel the baking plus, it doesn't undo. In the paint room, unticking Show voxels makes the below which doesn't capture the tread.. I sent it to Andrew.
  8. The flac bursts were especially improved.
  9. Since its inception. It's not as active as it once was but you won't find any bad vibes here. You will get good support from users and Andrew.
  10. He does look a little over saturated. Congestion from excessive booze consumption would have a pinker color.
  11. Sounds like a hardware issue. Something may get too hot and crap out. 3DC will test it for you. Any other app to test with?
  12. That's why I suggested PS where you can shape the image to UVs using Warp and Puppet Warp. It can be tedious but you can make the image follow the geometry better. Maybe one of our Smart Material gurus can suggest something better (Michaelgdrs?)
  13. I would not advise being too particular about slightly red or blue areas as they probably won't be too visible when painted but if seams are in visible places (like your face), they will cause problems.
  14. How much RAM do you have? If fill it up, things really slow down. I have 12 GB and I have to watch how big my scenes get. Ooops, I see you have 32 GB. You must be working on some big stuff in a resource hog like 3DC.
  15. Also, the 'ribbed' portion above the eye is in a gray zone. Best practice is keep seams where natural changes occur (nostrils, mouth cavity, eye sockets, ears and the back of the head).
  16. When you have baked the foot to the paint room, I would conform your image to the UVs in PS for accuracy using Warp, etc. A bump map or Normal for the grooves.
  17. There was an attempt to start something but really this forum is it.
  18. "Unwrap"? It has UVs? Import it to Retopo and load it into Surface mode to create the grooves with a grayscale stencil (that you may need to make yourself from the image)and bake it to Paint from the Retopo room.
  19. Good to know, Alex! Welcome to the community (all very discreet).
  20. The normal map is not responsible for the brightness but rather the way it is lighted. Use the lighting control tools on the menu bar. Is "Show voxels" in Paint room unchecked? If it is then your object should be deleted (Window>Paint Objects menu) because any bake that needs to be corrected must be repaired in retopo and rebaked.
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