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ozukaru

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Everything posted by ozukaru

  1. a specifically for VR 3d-coat would be awesome! but I guess that would be super low in the priority for Andrew..
  2. Please add the option of orient horizontally the cylindrical projection in the smart material editor Currently it assumes (it seems) that your model is vertically oriented, so don't works well for horizontally cylindrical like model. Thanks
  3. (Oculus DK2 user here) At least Blender got its VR https://blendervr.limsi.fr/doku.php?id=start Let's have a VR mode before z-brush!!! within Q1 of next year Oculus will be releasing its acclaimed Consumer Version 1 of its Oculus Rift headset! They are making a basic 3d modeling aplication called Mediumhttps://www.youtube.com/watch?v=IreEK-abHio and it seems to be using voxels... btw note that in the video some of the users seems to be having the fun and freedom of first timer user with voxels
  4. Temporary solution (workaround) , based in the fact that you can zoom (a lot!!) and adjust manually the vertex to the "very" corner!!, see attached image. This was enough and the result was almost perfect.
  5. That sound like something that 3d-coat could have too...
  6. While in retopo room use the + symbol in this window (see attached) to import your old retopo mesh. Adjust with transform gismo and apply (which will snap it to the detailed model).
  7. Im trying to export a texture that would be a square, I mean not typical uv islands of an unrwapped model but just a square (the only island is a square) that uses 100% of texture space, so in summary I need to give to the 4 vertex the exact uv textures (I tried to adjust manually (see attached image) but since when you pass the corner in the uv preview window there is not limit you con go further you cannot give precise position). So upper left vertex should be 0,0, upper right vertex should have 0,1, etc got the idea? (sorry for my bad english) Is there a way to do that?, now I just can select a vertex an move it, but how to give it and exact vector (x,y)? THANKS! edit: attached image to explain better
  8. That is, thumbnails for exported volumes to meshes panel are taken from behind. Im doing the exportation while in "front" perspective view. Is this a bug or am I doing it wrong? is there a work around? Im using V 4.5.16 off topic: is there a way to adjust the pivot position of an imported obj (or fbx) model? that would be so useful, I though that in the "tweak" room it could be possible but it seems not. (adjust scaling, rotating could be so much useful too) Thanks.
  9. I think a solution is baking all of 3 retopo objects at once (I have didnt mention but Im baking one by one in order to avoid problems because one of the volumes intersects a second one and that causes problems with the normal map) So in the end the question is How combine two or more "surface material" objects when exporting (or before)?, because every baking is generating a new one. THANKS!
  10. Hi, I have created 3 models in sculpt room, each one is a voxel volume. Later I have created 3 retopo layers for them, and asigned them uv coordinates sharing the same "square" (UV space), not overlapping, each one int "its own corner" After baking everything is OK in paint room, but when I try to export the multi-object then there are as result too many textures there (in example 3 diffuse textures as it were 3 UV set!) What I want is just one with the 3 merged, after all they are not overlapping so it would be ok. (btw I know the I could manually merge them in photoshop but I guess 3d-coat has some way to do it easier). am I been clear explaining my problem (my english is not very good)? Im attaching images of the UV space shared (retopo room) and one of the diffuses maps resultants (as you can see just one of the sub-ojects is having texture there) if it helps. Thanks for any help!
  11. new video And a GUN for Rhada (made in 3d-coat of course), almost no texture working basically the voxel volumes materials baked there...
  12. Im aware of that problems... I will try to fix them soon. The environmet is a map included with UDK is called foliage map.
  13. With this last "ingame" test im gogin back to the voxels model to re-iterate, this time should be the last so I will be adding a lot of detail to that voxel model to finish it (becasuse im not planing iterate again..)
  14. 3000 triangles aprox. Now I have this test model in UDK! but Im seeing a lot of bad details that must be corrected in the voxels models (and indeed add a lot of detail about the armor-clothes thing, it is suposed to be a "crysis game style suit"), fortunately the retopo model can be reused and remake only the changes. By the way the hands-globe-guns are only an improvisation in order to avoid rigging fingers but in the final version there will be full rigged hands.
  15. Thanks, now I got the retopo model finished and as I stated I only will use the materials baked from the voxels in order to do some testings in the game-engine...
  16. This is a WIP of a model for a UDK demo that im working on. The topic of the demo will be a space heroine Lara Croft style! Although still is a lot of work to be done in the model I would like tomorrow to make a fast retopo and use the baked voxel materials in order just to take the model in game-engine ambient as soon as posible to do some testing The starting point was a model from "make human", then after a couple of days of work in order to "Lara Croftiezer it" now im working in the armor-kind of "clothes" I used a lot the "voxel layer" feature and "cut off". (btw the "clear selection" in voxel layer dialog seems to be not working, the only way that i found to deselect parts of the model was using ctr + the tool (square or whatever other), Im using 3.7.11B (64bit, Cuda)
  17. I just notice now too that in the options of retopo -> bake for Merge with NM (per-pixel) there is an option to generate smoothing groups
  18. GOOD NEWS! (I just found it) in the importer panel for static mesh in UDK under "satic mesh" options category in "advance" sub-category "explicit normals" must be ticked, and that's all. UDK will still complain with a message box but the model will be auto-smoothed!
  19. could do this issue with the version of FBX?, UDK says they only support FBX 2012 version
  20. Im trying to export to UDK with default configuration for FBX format but UDK complains that the model has no smoothing groups information. How should fbx export with smoothing groups be done? Thanks
  21. Thanks, It got solved after re-installing windows 7 64bits. and of course updating drivers...
  22. Well, I think that i should record that video, althought it will show what I have already said, Im not doing anything difrent from what I did a lot of times before (with 3.5).
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