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walthergropius

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  1. Thank you for your answer Andrew. Perhaps a simple solution : when new verts are created on existing edges/polygons, just create new UVs for these by interpolating adjacent UVs? Verts on entirely new polys could start off as new islands. I think it would be completely fair to wipe UVs on existing islands if any seams on an island changed.
  2. We have a problem with UVs while re-retopologising... Our pipeline goes : ZBrush (sculpt) -> 3D Coat (retopologise) -> UV Layout (UVs) -> XNormal (AO/normal bakes) -> 3dsmax (shaders, final tweaks) Sometimes we need to take our mesh back into 3D Coat a second time, when we see a need for more or less detail in certain areas. When we import our mesh in the retopo section, it starts off with the correct UVs, as set up in UV Layout. As soon as we start working on it, however, all UVs disappear. The UV seams/islands remain but the layout is no longer correct. Is there anything we can do to 'lock' the UVs? Thank you for a fantastic product! (we are currently on V3-00-08N-SIMP64, just about to install P)
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