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Pix Jigsaw

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Posts posted by Pix Jigsaw

  1. It looks like the vert might be buried under the surface of the reference model (the grey part).

     

    Here are a couple things to try:

     

    1.  You could delete the polygons you are having problems with and then redo them using the quad tool. That might solve the problem.

     

    2.  You could hide the reference model and then try joining the vertices.  That might work if one of the vertices is buried in the reference model. 

  2. I'm a little confused. Someone tell me if I have this right.

     

    You can export RGB Normal maps or greyscale bump maps and use them to create the appearance of geometric details on a low poly model.  The greyscale bump maps can be exported by exporting a displacement map from 3D Coat.  Normal maps can be exported by exporting a Normal Map from 3D Coat.

     

    Displacement maps exported from 3D Coat can also be used in a different way when exported.  They can represent true geometric displacement (rather than faking it with shading).  Like greyscale bump maps, they are exported from 3D Coat by using the export displacement map option.

     

    So, a displacement map exportred from 3DC can be used in two ways:  true geometric displacement or bump map shading.  It really depends on what the external program does with the data in the displacement map.

     

    Did I summarize that correctly?

  3. I've had the program show numbers like that (and more) on occasion, without any slowdown and/or crash that I would expect.  Usually when it happens I look upward, raise my hands over my head and slowly curl my fingers into fists.  Then I shout, "I HAVE THE POWER!" 

     

    It disturbs everyone around me, but feels great.  I recommend you give it a try.

  4. Jax,

     

    1.  Don't paint your texture on the Occlusion layer, leave that for the ambient occlusion.

     

    2.  Look through the layer stack and any layer that is set to Multiply, change to Normal blend mode before exporting to Blender.  That should fix your problem with having the texture so dark when it gets exported into Blender.

     

    3.  As for layer to paint on, you can use the default layer, I think.  Or add one (or more) of your own layers above layer 0.  Don't worry that they are below the normal and baked occlusion. 

  5. Interesting technique designamyte. I'm inspired to use the retopo to voxel workpath more creatively.  Thanks for taking the time to post it.  I really liked the smooth surface you were able to get in the first part of the tutorial.

  6. Do you have more than one layer of retopo mesh?  It doesn't work when the points you want to join are on different layers.  Copy them to the same layer and try.

     

    If the points are on the same layer, try moving the camera around so the point you are dragging to is clearly facing the camera and not hiding on the other side of a sharp edge.  I find the angle you are viewing from can make a difference.

    • Like 1
  7. Are you wanting to take the polygons from the decimated, "cube_low," and mark the seams and unwrap to create your UVs?  If so, I don't think you can do that directly.  The "cube_low" will still be in the retopo room as a reference mesh, not a retopo mesh that you can mark the seams on and unwrap.

     

      I can think of two things you can do, that will get that kind of result.

     

    Option 1:  Autopo either your cube_low or cube_high.  This will automatically create a retopo mesh you can unwrap.  You will have a bit more control and a better looking mesh than you would get with decimate.

     

    Option 2:  If you really want the polygon layout created by decimate, you can do what zzz7net suggested.  

     

    1.  Export your cube as an object from the vox room.  (Right click the layer you want to export in the VoxTree.  Choose Export > Export Object.)

    2.  In retopo room import the object you just saved.  (Retopo > Import to import the decimated cube object.)

    3.  Press Enter  Don't choose snap to surface because you will already have a good fit.

     

    Once imported, you will see a new layer in the groups window, and the main display will show the topology of the model you just imported   Now you can mark seams, unwrap, and create your UVs.

     

    Note, you don't really have to use the decimate command because when you export your voxel object, you get a dialog that lets you reduce polys.  It seems to do pretty much the same thing as decimate.

     

    Hope that helps.

  8. Try going to voxel mode.  That should automatically create an even mesh distributed over the object that will be more suitable for sculpting.  (you can verify this by looking at the object in wireframe).   Once this is done, you can work with the voxel sculpting tools, or go to surface mode and use the surface tools.

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