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mackshiva

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  1. Thanks Phil! That's a big help!
  2. Hi, When you quadrangulate for per pixel paint and choose the subdivision level, there are options for uv-set smoothing. Full uv-set smoothing, smooth but keep edges and smooth but keep corners and no smoothing. Forgive me but I don't understand what these options are for. Could someone explain why you would choose these different options? Thank you very much!
  3. The extra ptex maps are generated automatically by 3d-coat when you have increased resolution beyond what can be contained in a 2k map.
  4. Everything but the uvs is in the .mtl file that is written out with the .obj.
  5. Thanks for your response. I should have said I'm using Maxwell Render which doesn't support the .mtl file. Is there some way to join or manually assign the multiple maps to my object? I should be able to duplicate anything that's happening in the.mtl file if I knew what that was. Thanks again! Kevin
  6. Hi, I've painted an object in 3d-coat using ptex. It produced more than one texture map for the color. How do I combine and/or apply these maps so that they appear properly in my external renderer? When I've used ptex painting before it only produced one color map which worked fine in my renderer, but with 2 maps, I don't know how to apply them. Thank you, Kevin
  7. Thank you! reducing the resolution at the various stages of quadrangulation and conversion seems to solve the problem. I am using the latest production version 3.3. I'd still like to have a better understanding of what the various resolution choices mean in the process. Has this been explained in any threads? I couldn't find anything. If I understood what was happening in the various stages of the process, it would make it easier to choose the optimal values. Thanks again!
  8. Hi, I have a voxel model and I want to paint it with ptex method. I select quadrangulate and merge for ptex and it works but no matter how I set the various parameters for intermediate resolution, carcass resolution and smoothing steps I get a faceted looking model in the paint room. The same model does not have facets when I quadrangulate for per pixel paint. Can someone explain or direct me to an explanation of the various resolution parameters? Does anyone know why I am getting faceting? I tried increasing the voxel res before quadrangulating for Ptex and I just got smaller facets. I've attached a pic of the faceted result from the paint room. Thank you very much for any help, Kevin
  9. This does help. Thank you! I still get a small border but I think it's just the fact that the two pieces are now separate objects. The hide tool with "separate hidden part" would enable much more complex cuts since it allows the use of the regular brushes, but it creates a fairly large border even with border set to plane and the tool border set to 0 width. Any advice on minimizing the border using "separate hidden part"? Thanks again!
  10. Hi, Is there a way to cut a voxel object into pieces on separate layers without having any border seams? I've tried using split and this works but it creates a small border which I don't want. The manual says split has a border setting but I cannot find it. I tried using cut and clone which has the border settings and it seems to cut cleanly, but when I select the area to cut and clone, it cuts it then bounces me into the merge tool. It does not create a new layer and when I leave the merge tool the cut piece disappears. I can't figure out how to deposit the cut piece into a layer. I've tried hitting enter like with the primitive tool. I've tried clicking on apply in the merge tool parameter box, which creates a new layer, but it remains empty. I've also tried using the hide tool. I hide part of the object then choose "Separate hidden part" and it does exactly what I want except once again there is a big border seam regardless of how I set the border settings. Any advice would be much appreciated. Thanks!
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