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Community Answers
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Tony Nemo's post in [Solved] Baking details into normal map - horrible black stains was marked as the answer
In the Sculpt room, Geometry>Import from Retopo. If the details are minor, you can use any tool (logically in Surface mode) and rebake from the Retopo room. If bigger changes are contemplated with the Move, Pose or Transform tools will show the Mesh and it will snap to the new surface.
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Tony Nemo's post in Exporting object from sculpt room to retopo room was marked as the answer
Alt-Select the belt volume (to hide the other volumes and in the Retopo room, re-name the active group Ammo Belt. Or you could select the volume in the Sculpt room and right-clk Autopo and when complete, you will see your belt in the Retopo room. Autopo is great for non animated parts but you may prefer to use a manual retopology for the figure. Name your various retopolgy groups as needed and save them to different UV maps where desired.
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Tony Nemo's post in [Solved] Hey everyone, new and stuff, and wanting to know if there is this tool available for general sculpts (cage transform a la primitives) was marked as the answer
Principal Voxel tools for "warping" would be the Move tool and the Pose tool. The Pose tool has been compared to the Swiss Army Knife for it's multiple uses.
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Tony Nemo's post in Updating 3DCoat - installs the wrong version? was marked as the answer
Go to the directory where the exe is installed and you will find both.
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Tony Nemo's post in lock picture was marked as the answer
Pressing "Close" is okay but getting it back means Background>Edit Position instead of a handy right-click on the image for adjustment and hiding the image.
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Tony Nemo's post in Pinch tool question was marked as the answer
Adjust the "Falloff" at the top of the UI. The default is 0 but 10+% will give a soft transition.
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Tony Nemo's post in Basic UV Mapping Question for a Hard Surface Model was marked as the answer
Delete the seams you have circled except the outermost (to preserve the separation of that edge loop) and "Unwrap" your new UV map. The result would have all the components the same color rather than the many colors shown.
Actually, you could consolidate a lot of stuff before you Unwrap.
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Tony Nemo's post in New at this and helpless ( I need help... badly) was marked as the answer
It looks like some points need welding. In Maya or Blender, the points are in the same place but 3DC is snapping some to a straight line. When you Import, select Weld Vertices from the list.
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Tony Nemo's post in unexplicable plane appear when importing was marked as the answer
It looks like some points need welding. In Maya or Blender, the points are in the same place but 3DC is snapping some to a straight line. When you Import, select Weld Vertices from the list.
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Tony Nemo's post in subdivision was marked as the answer
You don't need it until your ready to export a displacement map. In voxels, it's a question of resolution (smaller voxels wil express smaller details). When imported to your main app, then you use subd for accurate displacement with the map you created in 3DC.
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Tony Nemo's post in TinToy Disaster was marked as the answer
I managed to repair it with a reopen. No idea what transpired. Reran Autopo with great results and had no difficulty selecting vertices.
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Tony Nemo's post in Hard Surface Model Workflow from 3DC to C4D for Animation was marked as the answer
If you intend to animate the figure, I recommend manual topology to achieve fewer polygons (think of C4D's lousy viewport response). The normal map will carry all the surface detail and in your case there wont be any obvious edge facets that would only disappear with displacement. If character animation is your thing, practice manual topology.
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Tony Nemo's post in [Solved] Importing pre-existing model and UV maps into 3DCoat ? was marked as the answer
In the Paint room, yes File>Import>Model for PerPixel Painting. Depth will go on the Normal map. Edit All Layers in External Editor should get your wireframe into a PSD layer but I'm not really familiar with the procedure.
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Tony Nemo's post in First time sculpting in 3dcoat, need some help was marked as the answer
With the Brush tied to the zoom, it retains the same size relative to the object.
In the Edit>Preferences, untick "Show Brush Alpha Texture.
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Tony Nemo's post in Lock layer opacity, possible? was marked as the answer
Select Layer Blending and select "Lock Transparency". I think that would do what you want as opacity and transparency are poles of the same gradient.
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Tony Nemo's post in Problem with Plane tool was marked as the answer
Those artifacts are temporary and wont survive a screen refresh.
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Tony Nemo's post in Multiple UV sets converge into a single OBJ on Export, but paint remains separated was marked as the answer
In Retopo room, you can create a new UV map and select, drag and drop all the parts in new map. I would then delete all the old ones and in the paint room, delete any previous objects.
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Tony Nemo's post in v4.5 - Can't paint depth? was marked as the answer
Depth, color and gloss can all be turned off Look for this icon near the top of your display:
The blue one on the left is displacement and the right is gloss. The one in the middle is color They can be toggled on and off.
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Tony Nemo's post in What is the workflow to add a normal map and diffuse map to model in paint room? was marked as the answer
When you have your OBJ imported and want the textures you already created (to modify them for instance), go to the Texture menu on the top bar and import them. You don't need to go through smart materials. When I do this, the image does not always cover the model but when rotated, unpainted areas show up so that one could get to all areas. I don't know what causes this but my objective is to modify my color and normal maps, which I am able to do.
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Tony Nemo's post in Bleeding edges of color into UV map to prevent seams showing was marked as the answer
Padding bleeds color into the black. I think you can evan determine it's width. I use it routinely and have never had issues like in your sample.
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Tony Nemo's post in A question about retopology meshes.. was marked as the answer
Short answer, yes. My experience: save the mesh in Retopo and load it for the new figure, use the transform tool and snapping/brushing to fit. If you are going to do a lot of (human) characters, you might want to save heads, hands, etc for later use.
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Tony Nemo's post in Pat Lane: Brand Newbie, Retopo Silly Question? was marked as the answer
To create the final mesh, use the "Symmetry" tool below the UV tools in the "Commands" section of the left hand tool bar. This will make your mesh ready to "Unwrap".