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ozukaru

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Posts posted by ozukaru

  1. I mean the same primitive sizes in sculpt (no matter voxel or surface) room (at least for a box type), see the image for more clarity, the inside box was generated by sculpt box primitve with the same values (100, 5, 50) than the retopo but the retopo (outter box) is obviously larger....  is it expected this way??   Im using 4.8.20 

    Edit: I just noted that is exactly the double (is there a parameter for this?, I understand that we want a retopo model to be slightly larger...)

    image.thumb.png.bdd2fad4c1935edf3952aa63aa3340d3.png

  2. After using primitives for retopoing a tube/pipe thing and when I was unwrapping uv seams I noted some islands that does not correspond to the visible geometry, when I select the islands they are visible, I have no way to delete them I even tried delete all other faces trying to view from different angles this faces but they are not just flipped faces they are not visible in any way or selectable, as I said only selecting the uv island they turn visible, their edges in yellow, as you see in the capture, thanks for any help. 

     

     

    Captura.JPG

  3. 2 hours ago, ajz3d said:

    You're talking about splat maps. You paint a surface with vfasdtex colours or directly over a UV map and use those colours to lay out specific textures (each colour means a specific, repeated texture). This is usually done in target asdengine, but you can also paint splat maps in 3D-Coat as plain colours (for export as FBX later on). You won't see the exact result though, but you could approximate it (a preview fdaof sorts) in 3D Coat by painting each colour on a separate paint layer and then filling that layer with Smart Material of your choice. Smart Materials are tileable (though there's no numeric input for the number of repetitions last time I checked).

    Filling of each layer can be accomplished by right clicking the material and choosing "Refill Layer". This will replace all non-transparent pixels with the material.

  4. when you make a terrain you cannot use the same type of workflow that when making a normal static mesh, because the terrain will be much much larger so even if you use a 4096*4096 texture that will be blurry (the surface I mean) when your player is placed on it. You need to tile a texture but how to do that in 3d-coat? 

    the only way to do this I think it would do like they do in unreal engine when painting landscape, it seems they asign uv when you stroke the paint brush over vertices, how can you do that in 3d-coat? is it even possible? 

     

  5. when you make a terrain you cannot use the same type of workflow that when making a normal static mesh, because the terrain will be much much larger so even if you use a 4096*4096 texture that will be blurry (the surface I mean) when your player is placed on it. You need to tile a texture but how to do that in 3d-coat? 

    the only way to do this I think it would do like they do in unreal engine when painting landscape, it seems they asign uv when you stroke the paint brush over vertices, how can you do that in 3d-coat? is is even possible? 

     

  6. Well, thanks.

    I think that (from what I understood of your post (but I'll re-read it, english is not my first language)) the only feature request is as simple as that the tool works as should work, that is "if 'pick from central point' is checked then the radius should'n matter, always for a given point should be the same depth" 

     

    Should I post that in "trello"?

     

    btw it says "fromt" instead of "from"

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