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iffy50

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  1. Thanks for the response. OK, after a couple of hours, I've worked it out. It was the .mtl file as you said, but what I've found is that a Maya .mtl and a ZBrush .mtl for the low and high polys do not work together (even if you manually edit the .mtl to have the same newmtl entry). I made it work by taking the base into ZBrush, re-exporting it as a new .obj and .mtl, then exporting the high poly .obj and .mtl. Then 3D Coat works exactly as expected and the resulting displacement map works a treat in Maya! So thanks for that and I've just registered for the full version. Cheers! Ian
  2. Hi there, I'm new to 3D Coat, downloaded the demo and from what I've tried so far, I'm loving it, particularly the re-topology tools. I'm currently evaluating this to fill a big gap in my workflow. I'm a maya and ZBrush 3.12 user on the Mac and as any ZB Mac user will know, I've got the displacement map generation problem. I love using ZBrush as a sculpting tool, know it pretty well and I spent a lot of cash on it so I'm not quite ready to drop it from my workflow, but the displacement issue means that you almost always hit a dead end in the pipeline. So, what I want to do with 3D-Coat (initially) is use my Maya / Zbrush base mesh as the low poly 3DCoat 'carcass', bring in the high poly ZB sculpt (Big mesh) and then generate displacement maps to go back to Maya for rendering in Mental Ray. If I can get this part of the loop then I'll be a happy man! I'm not sure if this is a hole in my understanding of 3D Coat, but when I bring in the big mesh, nothing happens. Here's the workflow that I followed: 1, Base mesh (the Blender Monkey) in maya. 2, Create UVs (using Maya automatic mapping - this is just a test) 3, Check that none of the UVs are overlapping 4, Export .obj with uvs. 5, Import .obj into ZBrush 6, Subdivide to L7 - c. 2m polys 7, Export L7 .obj (with UVs) from ZBrush 8, In 3D Coat, open the low poly object 9, Use 'import big mesh' and bring in the high poly 10, ???? I've opened up both high and low poly models in maya and the UVs look to be identical (e.g. the flat shapes are the same). I've been through the help pdf and searched the forum. Been through the menus to see if there's anything obvious and am still not getting anywhere. I guess that the answer could be with 'Adjust subpatching' but I can't make this do anything. None of the different view options (number keys) seem to make any difference. So, is the above possible? If so, where am I going wrong? The whole app looks great and if it answers this question then I'll gladly be buying. I'm looking forward to the painting tools in there as well. Finally, any chance of moving the main menus on to the Mac's menu bar (I see that you've got some custom menu dev in there, so I'm guessing that it's not as easy as it appears to a non-developer such as myself). It's just a little bit confusing changing between apps and finding that all of your menus are in a different place. Keep up the good work and thanks, ian
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