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Posts posted by alvordr
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I made a few themes, but the more I make, I realize that I should just consolidate them into one forum input, for now. Below are my "Rob's Theme Pack 1," which contains blue, purple, orange, and dark/blue themes (screenshot thumbnails below). Installation instructions are included. Enjoy!
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How does one load a workspace or one page layout from another user?
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Thank you, Javis. I really appreciate it. I'll be posting mine soon.
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OK, so I got this almost to the finish...working on getting lone polys out of the mesh in the Retopo Room (wish there was an auto feature for this, but then even Max doesn't have it). I also have the following result...which I can't figure out why it's happening. The exported mesh with textures gives me a line in certain poly's, as if the smoothing groups are wrong. I tried to fix this manually in Max, but to no avail. All the faces around those particular areas were set to smoothing group 4, so this shouldn't be happening.
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Um...ok...well that was weird. I just hit Undo twice in the UV room and all of a sudden it matches up with my Retopo low poly unwrap. Did I inadvertently fix my problem the way it's supposed to work, or did I uncover a helpful flaw?
This also allowed me to export the low-poly mesh, as intended. I had a lone vert sitting in the middle of an edge, however, so I had to remove that in Max.
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Greg,
I was fighting with the UI, where I could delete listed items in the Paint Room or Voxel Room, etc. using the trash can and then confused how to do it in th Tweak Room, where I finally realized there was an X beside the objects there. I may suggest to Pilgway that there be a consistent UI throughout for functions like that. For now, this helped greatly. Thank you.
The other thing that I'm stuck on is that I can see my new low-poly UVs in the Retopo room, but if I go to the UV Room, I'm stuck with the mid-poly UV set. I don't understand why they don't act in unison.
I tried to export the model, telling it I wanted to 'Export Low-Poly Mesh' and when I pull it into Max, it's the mid-poly. Is this a bug?
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Any help with the problems (screenshots) above would be awesome. In the wireframe shot, it looks like I have 2 meshes sitting on top of one another. I also find myself having to turn off visibility of the voxels in the voxel room when I'm in the paint room after a Autotopo for Per Pixel.
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Yeah, I'll have to take a look at those. Thanks. 3D Coat is both intuitive and unintuitive. There are some things that save lots of time and others that seem unnecessarily labor intensive or obscure. I'm sure it's just growing pains.
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Greg...thank you. That helps, as does advice from the others. My concern at this point is how I get from having Autoretopologized a mesh and then retopologizing it again, into the UV room. Please see thread link below:
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you miss one of these steps under Retopo menu (arrows point to the most used)
Thanks for the help. I'll look into that and see what I can learn.
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Well I've got a new situation related to this...where I autotopo'd for per pixel painting and then realize that I need to do the retopology manually. However, now I have no apparent way to update my UVs in the UV room, despite updating them in the retopo room. I'm lost as to why the two aren't connected.
The UV room just displays the original autotopo'd topology and won't update to my new one. I'm clearly going through some growing pains here. I can model and texture well enough, as you can see in my last shot, but I'm trying to get the poly count really low.
Retopo Room Screenshot:
UV Room Screenshot:
Paint_Room With Wire (Why is the topology the old topology?):
Render:
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I saved as 3b and yes, it was in the Voxel room, but I can't figure out how to get it to the UV room or the retopo room, without doing an Autotopo. Is this the only way to do so?
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The only problem with that particular technique is that you may not be able to select around that object, say a bolt inside of an electrical box. ZBrush handles this by using Subtools and/or Polygroups.
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I just realized there is a Split With... option in the voxel room, but it appears to only work when the volumns are on a separate layer. Not sure if I'm going down the right road here.
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Hi. I'm not sure if this already exists, but I was making a chair with a seat cushion and pillows in 3D Coat and realized afterwards that I didn't create the cushion separate from the chair, as I did the pillows. I can go into another app and do this, but if there isn't already a way to do this in 3D Coat, can this functionality be considered, please?
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Hello. I have a situation that seems to arise with 3D coat, where I've modeled something in the Voxel Room, and right clicked on it to send it to the Retopo room with Autotopology...tweaked the topology and even UV unwrapped in the Retopo Room. The problem is that the UV set doesn't show up in the UV Room, nor can I see anything in the Paint Room. What am I missing in the workflow?
Thanks.
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I don't know if this is where this needs to be reported, but I found a bug in 3.7.18H[CUDA] 64-bit. If I want to change the background settings, I can do so in the preferences just fine...as in going from Vertical Gradient to Background Image to Panorama. However, if I go to the background settings under the camera dropdown at the top right of the screen and try to change them, nothing happens.
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I'll take a look at those videos and see if I can answer my own question.
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Can you show a screen shot?
A screenshot won't do much, as all I would be showing is me in the Voxel room with nothing there, or being in the Paint room with my model there. I'm sure it's something I'm doing wrong, but I've looked at quite a few tutorials and still don't feel confident in the 3D Coat's internal workflow.
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Thanks...that was a super big help. Apparently, what I was missing was that you can click the spec (circle icon near top middle of the upper toolbar) to remove the X from it and turn off the color and depth (making an X appear on the two circles to the left of it). Then adjust the spec slider as needed. I still find most of the tutorials for 3D Coat lacking in some way.
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The one titled Nosferatu is great, but I would suggest redoing the neck area. Believe me, I know it's frustrating to hear someone say, "use a reference" and "that doesn't look right, or isn't accurate," as it is YOUR creation. However, I do think in this case that the neck area could use some work to make it more believable. I would suggest making it thinner, with more wrinkles or stretches. Just my 2 cents.
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Hello. I've been using 3D Coat for about a week now. I have a model that I've sculpted from a sphere, performed a AUTOTOPO per pixel on (I think) and took into the Paint Room. The problem I have now is that I cannot see the voxel anymore in the voxel room to sculpt further. It shows up in the VoxTree, the eye icon is on, but I cannot see it in the viewport, even when I click on the [ALL] icon at the top right near the [Camera].
Have I made it impossible to do further voxel sculpting to, and am I now stuck with sculpting in the Paint Room? Is there a way to reimport it to be a voxel shape again, such that I can do this? Thanks.
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Are you using the last stable version ?
http://3d-coat.com/f...?showtopic=8887
is not educational limitation
No, well...I tried to update, but like everyone else, it appears that when trying to install the 3.7.18H it still says 3.7.18F. Regardless, it's a pretty recent version and I still don't see the emissive option.
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I just watched the video near the top, but it states that I can export my texture as emissive, yet I don't even see that under Texture in the menu at the top. Is this a Pro-only feature? It's not listed as one of the limitations of the educational/non-commercial version.
Decimate keeping UVset and textures ?
in General 3DCoat
Posted
I'm relatively new to 3D Coat, but I know you can save both your UV set and your textures. Can you not just load them back in? I suppose the UV set might be an issue, as it's based on your new topology...but it depends on how the decimation is done. I would think that if this is a problem, redoing the UV set shouldn't be too hard. It's one of the easiest programs I've found for UV work.