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damocles

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  1. Ah, so it is. My mistake. Thanks digman.
  2. I think it would be very useful (especially to me ) if we were able to mark a region of the UV map/texture as "off limits" to the packing algorithms. I find myself in a situation where I'm creating models and texturing them in 3DC, but then need to export the model into 3DS Max to use its cutting tools to make various damaged and destroyed states for the object. I need space in the UV map for the distressed and damaged textures, but the packing algorithms in 3DC make full use of the space. So I find myself having to manually move and scale UV islands after unwrapping, which is a slow and tedious process. If I could just mark off a rectangular region of the UV map as an off-limits area, and the packing algorithms would then not place anything inside that region, that would be very useful. Even if we could have a setting that marks one side of the UV map as off limnits based on a percentage, that wold be great. (eg, we tell 3DC to keep 15% of the map available, and the packing algorithms would ignore the first 15% of the texture space on the left side).
  3. The one thing 3D Coat lacks that is present in 99% of other 3D apps is the ability to manipulate smoothing groups. This is a vital feature for those of us looking to use 3DC for game development. I had an idea on how it would work: It would be nearly identical to uv border/region creation. In smoothing mode, you would be selecting borders to create regions, and these borders would be the hard edges of each smoothing group. The tools would be the same as UV - select edges and shortest path. The only difference required would be that open edges (ie selections that don't form closed areas) would still affect the smoothing groups. So we could make short creases that don't form closed areas. I think this would be trivial to add to the 3DC retopo room - the interface is identical to retopo's UV tools, and the code is simple - any vertices that sit on a selected border don't share an index/normal. Smoothing group management really seems to be 3DC's biggest failing compared to other 3D apps. 3DC does everything else superbly, but somehow ignores smoothing groups ( and no, auto-smoothing doesn't count - any model with a decent amount of detail will fail badly on auto-smooth). Is there any chance we'll get this feature?
  4. Ah, thanks Digman that helps a lot. I didn't realize that you could A) load in poly meshes into the vox room, or start an autotopo from the vox room meshes. This makes it a lot easier to work with. Before I was using 'import mesh for autotopo' from the file menu, which was making a smoothed vox mesh with less detail.
  5. Is there any way after I run autotopo on a high poly mesh to then import that mesh again as a reference mesh? Autotopo is good, but fails to capture a lot of finer details or awkward angles, and the resulting vox mesh after autotopo is a bit too smoothed to really work with - it loses the fine details. I would liek to be able to autotopo, then delete the bad parts and retopo them by hand. I tried saving the retopo state, then loading it in after importing the ref mesh, bit for some odd reason the retopo geomtry was much smaller than the ref mesh, and I couldn't find any way to scale to up. So is it possible to load a new reference mesh after an autotopo? Oh, and bonus question - has the retopo room extrude tool been dropped? I saw it in a tutorial video and though it looked really useful, but I can't find it in the toolbar or menus.
  6. Ah yes, my bad. I was indeed in the paint room, using per-pixel painting. So, next question - is there any way to lock/link the scale/rotation of a mask to the scale/rotation of a material? Also, you mention Andrew will need to look at the mid-grey/alpha issue, is that something I need to mention in one of the support forums, or on a bug tracker perhaps? Or have you already raised it with him?
  7. Hi, I'm new to 3D Coat, and although I'm loving it so far, I've hit an issue I can't seem to find a way around. I created a material form a separate diffuse and depth textures, and they work great except for the depth painting. No matter what I do, areas 'outside' of the parts carve into (reduce) the depth when I don't want them to. Here's a pic to explain: On the left is with material overlay, and on the right is without. Both are in relief mode. Notice how outside of the circular grate the depth map is being reduced over the areas I have painted in. The depth texture has no depth info in these areas - I'm using a transparent PNG. I have also tried using non-transparent and having black there instead. I also tried mid-point grey too. They all give the same result - they carve into the depth map when what I want to happen is only the non-black, non-transparent areas of the depth map should be used, and they should be raising the depth. How can I achieve this?
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