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ozukaru

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Everything posted by ozukaru

  1. thanks, I want it!! I hope that can be added soon.
  2. Let's say I select a vertex (as in the image) and then I want to give it a specific coord (in example 0,0 I dont want to make zoom and then try to drop the vertex in the corner) is it possible?
  3. Thanks but it seems to be ok already, and btw im not importing this from a file but from scult (voxesl/surface) room. Anyway since it's exactly the double size I just halved to get the precise size neeeded. Thanks again.
  4. 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...)
  5. 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.
  6. no, it was the same layer, i dont know where it came from (I just suspect of the primitives helper for retopo, in particular the tube (cylinder with hollow))
  7. oops the problem seems to be solved, I think this is a workaround... I just pressed supr. (keyboard) and their disappeared from the uv island windows but after unwrapping the were gone from the retopo layer too!! xD
  8. ozukaru

    Sculpting Seamless, Tileable Terrain Modules?

    watching that video attentively and hopefully now, thanks
  9. Also I stumble with this program and it seems to be good to generate the seamless textures (although I have not tested it further yet) PixPlant Edit: results are not 'From Software' like quality... xD, I think there is no easy solution for this....
  10. I know how to use the feature to convert a voxels scene to a texture (kind of depth texture I guess), but how to make a tiled texture with it?
  11. thanks, so the workflow would be make the 3d texture voxels -> export textures using depth along y -> reimport textures and use thie offset I think is not the ideal thing but Im going to try... (I wander what tools use From Software xD )
  12. because I'd like to make textures like those in Dark Souls 3, I think I would be kind of easy with 3d-coat, the thing is how to make them tileable
  13. 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?
  14. it would be a killer feature if it could be done, (at least for games that dont require super large landscapes) it could take all the advantages of voxels for terrain modeling that the typical heighmap based terrains systems lack
  15. 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?
  16. the islands should be "equals" for the copy/paste onto trick, im seening in your capture that one has extra polys (?)
  17. as a preview as you say because still you will be confined to the 1024 or 2048 etc texture where you have unwrapped your model
  18. thanks, forget about it what I needed was another feature that im asking about in another thread
  19. 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.
  20. @AbnRanger I know that feature, but still not ideal and I think it only works for smart materials
  21. ozukaru

    sample tool, strange behavior (paint room)

    I still see it more than a fix than a new feature... as you point before is not common sense asking the user to be taking notes about the radius used to afterwards be able the get the same depth, it would be easy for the user!!! it would work out of the box!
  22. 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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