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Pix Jigsaw

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Everything posted by Pix Jigsaw

  1. Ctrl-Z is also a way to get rid of the uv balls, if you catch it right away. That slide out over the brushes you found is the e-panel. It is really powerful and full of 3D-goodness. As you get more comfortable with the program, go back there and see what you can do with the brushes and the different settings in the e-panel. So much fun. Also, don't forget you try those e-panel settings while holding down the ctrl key. You can trim pieces right off an object.
  2. Very useful. Thank you.
  3. Good topic. I have been having the same problem with dark textures.
  4. You may be more advanced with 3D coat and want to pick up some of the finer points from a video, but I'm going to type this anyway because I was very stuck trying to bake a normal map and get my unwrapped object from the retopo room to the paint room. The basic process is simple (but fairly non-obvious because menu item is buried and cryptic and surrounded by similar sounding options). Anyway, once you have your UVs marked and unwrapped in the retopo room, select "Merge with NM (Per Pixel)" from the retopo drop down menu. Click ok when the dialog box comes up. Click ok when the next dialog box comes up. Go to paint room. Your model will be there. Paint it. Your normal map will be on one of the paint layers. Your UV will be available in the UV room. Your 3D life will be good. Sometimes your vox model will still be visible and cluttering things up in the paint room. Turn it off by going to view menu and unchecking "show voxels in paint room" (or as an alternative, hide everything in the vox tree).
  5. Thanks Carlosa. Your description of the workflow sounds like something that will really work well for me. (And thanks for asking the good question, probiner)
  6. I think you can do something like this already. Using the example you gave, you could import a sphere model as a retopo mesh. Adjust the shape with the transform tool in the retopo room. Position it over you high poly model part you want to retopologize. Then you could snap the mesh to your high poly model using the brush tool. While 3DC wouldn't automatically generate the retopo primitive for you, the current approach has the advantage of allowing you to build your own library of retopo shapes at the mesh density that works best for you and with the shapes that appear most in your work. Instead of having approximate shapes for your greebles, etc. you can use exact low-poly versions of your greebles in the retopo process.
  7. When I am in the retopo room and using the points and faces tool I often end up with blue points scattered here and there in the workspace. I'm probably missing something obvious, but I can't seem to get rid of them. Can someone explain how to delete them? Answered my own question. Here is how you get rid of the points: 1. Move the cursor over the little blue sphere. It will turn white. 2. Press the delete key on your keyboard to delete the point. Also, when the sphere is white, you can hold down the right mouse button and move the point's location around. Note: sometimes it is hard to get the point to turn white. I found it helps to zoom in close to the point. If you are back too far it won't turn white.
  8. There is a cutoff tool In the voxel room under the voxel tab. If you are in surface mode, the tools change. There is a cutoff tool under the LC tab in surface mode. Hope that helps.
  9. I'm glad you asked the question. I always learn a lot reading other people's questions and the answers that are provided.
  10. Javis, Great response. That little bit of workflow is so elusive to someone struggling to learn 3D-Coat. For a long time the only way I knew to get my work out of the voxel room was to retopologize it from scratch. Now I frequently model a low poly base shape in Blender as a first step. I use that mesh as a starting place for voxel sculpting and then again as a retopo mesh as you described in your post, above.
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