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Everything posted by ozukaru
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When using the sample tool (paint room) to pick the depth of a given point in the surface it varies if I sample again with a different radius (tool's radius), why? even with a very small radius (that does not overlap different depth surface points) the result varies with different radius of the tool. btw the smaller the radius the bigger the depth... Can anybody explain this? Im using 4.5.19 Cuda Thanks. Edit: "pick from central point" does not helps
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how to apply symmetry AFTER an operation has been made? (paint room)
ozukaru replied to ozukaru's topic in General 3DCoat
Thanks for the answers. What about using depth channel as a limit or boundary for the fill tool? -
how to apply symmetry AFTER an operation has been made? (paint room)
ozukaru replied to ozukaru's topic in General 3DCoat
oh well,.... I supose there be a good reason for this... -
In voxel room you can apply symmetry in real time or after you have made any change in the volume. In Paint Room I know how to make the "real time" symmetry, but how can you apply symmetry after a paint operation has been made in one side of the object? Additionally: is there a way to use the depth channel as a boundary when using fill tool in paint room? Thanks.
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how to import a grayscale into paint room as depth channel?
ozukaru replied to ozukaru's topic in General 3DCoat
LOL, I found it myself in paint room Textures->Import->Displacement Map -
how to import a grayscale into paint room as depth channel?
ozukaru posted a topic in General 3DCoat
Im not talking about a height map to modify a mesh, but only a texture that acts like if I was painting only with depth activated. Thanks. -
Take your time but I always would preffer quality over quantity
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Possible bad configuration for normal map for Unreal Engine
ozukaru replied to ozukaru's topic in General 3DCoat
thanks, im doing more testing, it seems my model in particular has a problem such that it changes radically the normal map when the method of calculation changes... Im testing with a cube now and the normal maps looks almost identical whichever method I chose...- 2 replies
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- bad config
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Possible bad configuration for normal map for Unreal Engine
ozukaru posted a topic in General 3DCoat
I post this here for visibility instead that the specific forum because I think is important... The default "Normal Map Software Preset" in Preferences is "Unreal Engine" And the default value for "Normal Calculation Method" is "Angle Weighted Normals" That produces this normal map (first image) for a simple box kind of panel. That seems to be ok in UE4 but some artifacts appears when a "build lights" is performed there (I made sure this is totally unrelated to the infamous secondary uv channel need of unreal light-maps) as you can see in the left panel in the third image. If I change the "Normal Calculation Method" to "3D-Coat Normals" then it works perfect! as you can see in the second image and in the third, in the right panel. So I suggest that you 3d-coat developer/staff change that setting ("Normal Map Calculation Method") to default "3D-Coat Normals" if/when the "Normal Map Software Preset" is set to "Unreal Engine" so people like me don't waste time trying to figure out things, please Thanks- 2 replies
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- bad config
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(and 2 more)
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Assuming that the pivot should be at the origin in 3d-coat for a retopo model, why the pivot has been displaced when imported into 3ds-max or UE4???? I even tried the y/z swap but that does not seem to be related. Attached some images to clarify. (I would hate to be importing to 3dsmax just to adjust the pivot since UE4 does not allows to adjust it in editor, for me the ideal workflow for static meshes would be avoiding to use 3dsmax.), as usual I dont know if this is a bug or Im doing something wrong or missing a step, Thanks. Note: I intentionally in 3d-coat put the model in the upper right quadrant in order to leave the origin/pivot in the left bottom corner, the pivot in the corner is to help snapping in ue4.
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thanks
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a couple of images should be enough:
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why the top view is well yeah is from above but instead of transition from the front to the top just by turning 90 degrees 3d-coat applies another 90 degrees to leave the camera viewing from above but to the rigth side? Im not that a newbie or new user but still this is kind of a basic question...
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doing further tests mirrored triangle topology differences does not seems to affect uv precision if x mirrored but still does on y mirrored My final solution was explicitly create the upper triangles before apply mirror on Y axis. In attached images, fixing the problem by doing this shows that the underlying topology DO affect uv precision so a correction to the mirror geometry tool is needed.
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as I said that was intentional in order to show the underlying triangle and how the top it differs from the bottom one, I show it explicitly with the red strip. The real unrwapped is a typical overlapped island that means only one island is visible because both has the vertex in the same positions, but that does not mean that the underlying triangles are equally created. Anyway here you have it, as you can see seems to be ok. Thanks.
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old post, but... almost everything because I model to game-engine (UE4) so I have to do almost all, I'd like in the tweak room we can adjust pivot position of the retopo mesh. and move individual vertices. Thanks.
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he seems to use 3d-coat only for painting LOL I have had so hard times trying to explain to people that in 3d-coat you have it almost all (except for rigging and animation, I miss some basic pivot adjust too (and better rendering)) But seems that people that had invested so much time learning z-brush cumbersome interface is a little afraid of leave their 'comfort' zone... ----------- //admin note: this topics were split from here
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I'm mirroring uv by first making upper retopo mesh then assigning uv's then mirroring top to down geometry, but the final result show some imperfections that show that the mirroring process is not much precise. Could that be related to the fact 3d-coat is not mirroring the exact underlying triangle topology? note that in the upper the two triangles that conform the quad are not equally positioned as the bottom ones (btw the stretched checker patter is intentionally set that way in order to see the underlying triangle better). In the second image Im painting depth as an example of the problem, compare upper to lower. Is that correct? is the problem related to the underlying triangle topology? if this is a BUG will be fixed or is not that relevant? I tried mirroring using "general case", "Local Space", etc all give the same result PLEASE help, Im relying so much in mirroring uv in order to save resources because my models are for a game! THANKS. Edit: added a third image to show what (I think) could solve the problem, an exact replica of the geometry (at a triangle level)
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I knew that, I have no razers though btw I knew that probably autodesk 3dsmax could give oculus support too (kind of a rumor I guess)
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Im making some assets for a game demo that im making in UE4, (btw carlosan there is no UDK anymore, now the main release is free!) It's so easy with 3d-coat more than ever now with smart-materials
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you can use too File->Export Objects and Textures