Jump to content
3DCoat Forums

3dCoatWannabe

Advanced Member
  • Posts

    148
  • Joined

  • Last visited

Posts posted by 3dCoatWannabe

  1. I was able to generate the UV Map and bring in the low poly LWO into Lightwave.

    However, even though I can see the UV Map and position it (with the orginal, I can see the image position change on the right as I move the UV Map on the left), the image does not show up as mapped on the right in Texture view.

    This is the 3D Coat UV map (with no image showing on the Texture view on the far right).

    jjyahg.jpg

    and this is the original UV Ma (with an image showing on the Texture map on the far right).

    1zn8xt3.png

    What obvious thing and I doing wrong?

  2. UV maps carry over with OBJ's and LWO's if they were ever created. You can clear the one that was imported into 3DC if you want...that's up to you. As soon as you go into the UV Room, you can see what they look like.

    Ok, I imported a Lightwave object (originally created in 3ds so UV map was a bit off) of a spherical eye, removed the irregular looking UV map, added a loop down the middle and created a new UV Map composed of two identical looking circles.

    In the original 3ds model, there's an image of the eyeball that maps onto the eye, but the eye is several degrees off in its alignment.

    1. Can I display the eye's image on the eye while in 3DCoat and position it properly - or do position it using 'Transform UV' in Lightwave?

    2. Is it possible to bring in in the eye's image, which has two highlights, and paint over one of them in 3D Coat?

    3. Is the output from 3D Coat going to be a UV Map inside the LWO object and also an image file that I'd have to associate in Lightwave with the UV Map?

    I guess I'm a bit confused about how the 'coats' created in 3D Coat end up being used in Lightwave (which I'm also learning).

  3. On what kind of machines are users having speed issues (I'm too new to have any yet)?

    Are some of these issues going to go away when newer high performance video cards are released soon? If so, I'd rather spend the money on hardware and have Andrew devote his finite time to new features (Yay Ptex!!!) and interface improvements (but a 12 hour coffee break does sound a bit too long to deal with).

    It would probably be useful when reporting speed issues to mention your graphic card, VRAM, Operating system and whether 64 bit, number of CPUs and CPU speed, RAM, CUDA, etc. I'd guess hard drive speed might also affect some operations?

  4. I've also been meaning to do a 3DC<>LW tute (LW User here too!), but the more general workflow is in more demand from most users.

    What part are you having trouble with, in getting your assets to LW?

    Well, so far I've just been reading and watching videos - trying to figure out how it all ties together, as I'm also learning Lightwave, Modo, Jimmy RIG, After Effects and a host of plug-ins and tools. Ahhhh!

    I may be over complicating things, and it will all be very simple once I actually dig in and start working.

    Can I disregard the things I've been learning about unwrapping an object to a UV Map, as Ptex will allow outputting a complex and more detailed UV map?

  5. Or once i export say lwo, will all the mat. come along with the model.

    Here's what I'm hoping to be able to do with it eventually:

    1. blockout in voxels to med/high rez

    2. send over to ptex to paint and detail

    3. retopo and uv

    4. bake color, normal and AO maps from ptex into my retopo'd uv'd mesh

    5. send assets to game engine

    6. profit

    I'm a bit confused.

    I'm primarily interested in using 3D Coat with Lightwave to animate, so I'm trying to get a handle on how I can use Ptex today.

    Some posts indicate that Ptex will replace UV mapping, but UV is listed as a step in this workflow.

    Is this just for older programs like Lightwave that don't understand Ptex?

    So that Ptex is usable by older programs now, as long as we UV and send them something they understand.

    But - in the future, when all programs understand Ptex, the UV map will become an unnecessary step?

  6. I'm starting to appreciate UV Mapping (at least until Ptex makes it irrelevant sometime in the future).

    I purchased a 3ds model converted to Lightwave with some UV Mapped eyes that are slightly messed up.

    1. Is it possible for me to create new UV Maps for the Lighwave object using 3D-Coat?

    2. Are there any non-obvious steps to accomplish this I should know about?

    BTW - would love to see Lightwave & Modo added to the tutorials on

    http://www.3d-coat.com/tutorial/connection-with-other-apps/

    Thanks!

  7. Hey Ken, sorry to hear about your drive failure, I had 2x seagate drives fail about a year ago, 2nd one was a replacement for the 1st one :rolleyes: anyways I have used this method before to save data, throw your drive in a vacuum sealable bag and put it in the freezer for about 20 minutes, trust me it has worked for me before, enough to get atleast your most valuable data onto another drive, I lost 18 months work of personal work before and it hurts, usually I'm fastidious about backing up work but...

    Good luck

    Morgs

    If you run into this problem again, or better yet - want to pro-actively prevent it by having marginal sectors mapped out before they fail , check out:

    http://www.grc.com/sr/spinrite.htm

    He also hosts a weekly security podcast that is a 'must listen'

    http://www.grc.com/securitynow.htm

    But, I'd always recommend using RAID instead.

    I've used RAID on all my Windows and OS X boxes, at least the ones with data I care about, for years without a problem - and have been very happy with this company:

    http://3ware.com/3ware_home.htm

  8. I don't have a specific link, I actually noticed that a while ago. Right now as I browse I'm looking at this one:

    http://www.newegg.com/Product/Product.aspx?Item=N82E16814130478

    We don't have Fry's on this side of the country. The only real option is now Best Buy after Circuit City and Comp USA all closed down.

    Definitely go with an EVGA card with a lifetime warranty. They also have special drivers to overclock.

    This site is very good for researching video cards, and here's an article that mentions several NVIDIA cards, including the one you're interested in

    http://www.anandtech.com/video/showdoc.aspx?i=3539

    This is good for checking prices:

    http://www.nextag.com/

    I went thru the process at XMAS, and ended up with a EVGA 02G-P3-1185-AR GeForce GTX 285 2GB from newEgg. Some other vendors were a bit cheaper, but they'd change the ship date and annoyed me.

    So far, no complaints.

    I think they just released a bunch of new cards, so you might want to see what's the latest and greatest (not to mention which has the smallest chip geometry, uses less power, has more gpus, uses less slots, etc.)

  9. No...UV's just interpret 3D coordinates into 2 dimensional maps, so anytime you go to painting, it is going on an image map (including depth channel that gets exported as Normal and Bump maps). Before you go to painting it, you need to add UV's, if you didn't do them in the host program. Last fall Andrew did a major overhaul of the UV tools, and you would be hard pressed to find a better solution, IMHO. I don't do UV Unwrapping in 3ds Max anymore, as they are much faster and easier done in 3DC.

    I'm still a bit confused.

    Does it work like this? All steps in 3D-Coat except for #6

    1. Sculpt in 3D-Coat

    2. Add UV's to model (by adding UV's, you are also adding the 'instructions' to unwrap them later?)

    3. Paint on model

    4. Retopologize

    5. UnWrap the model

    6. Open the model in Lightwave, etc. and apply the UV Map from the UnWrap step to get the appearance of the original sculpted model?

    Thanks!

  10. I've read descriptions and watched a few videos, but I'm still a bit confused.

    1. Is the main purpose of UV Mapping to allow the user to sculpt a model in 3D-Coat, paint on an surface, retopologize the model, UV Unwrap the model, and finally in a poly modeling and animation tool like Lightwave, take the UV map and apply it to the poly model?

    2. Does 3D-Coat perform all the necessary UV Mapping operations? I read the Avatar Issue of HDRI 3D, where the author mentioned using UVLayout, and seemed to think it was better than badword. I'm kind of hoping that 3D-Coat is a more elegant solution than UVLayout.

    3. Any basic question I'm missed. As you can see, I don't even know what I don't know - yet!

    Thanks!

  11. You need to update DirectX. 3DC requires at least Direct X 9.0c in order to run the DX version. I think there's a link in the installer window, but if not this should do the trick:

    http://www.microsoft.com/games/en-US/aboutGFW/pages/directx.aspx

    Also this link is for DX 9.0c if the latest version doesn't work with your video card or something.

    http://www.microsoft.com/downloads/details.aspx?familyid=2da43d38-db71-4c1b-bc6a-9b6652cd92a3&displaylang=en

    As for the CUDA problem, does your card support Cuda? Here's a list of supported cards:

    http://www.nvidia.com/object/cuda_learn_products.html

    If so you should download the Cuda Toolkit and driver.

    Phil - the GTX 285 does support Cuda.

    1. If I run Cuda, do I need to install DirectX? (Win7 is not on the list of supported for that 2008 directx update).

    2. As my card does support Cuda (and OpenGL 2.1), should I just run in OpenGL mode - or is that always slower than directX (my card supports DirectX 10)?

    Thanks!

  12. I'm installing 3DCoat for the 1st time on Win7-64.

    The installation program gives me two choices at the end [directX (faster) or OpenGL).

    It mentions these choices are also available from the start menu, but I only see one choice for 3D-Coat(GL)-64.

    I don't see anything about installation in the pdf.

    If I try to run the DirectX, it says d3dx9_38.dll is missing (so I'd need to install the directX9, right - I don't want to mess anything up, and kind of expected it would be there in Win7)?

    If I try to run OpenGL, is says cudart.dll missing (so I'd need to run the two installs from nVidia)

    But - I'm a bit unsure which I should run with my card.

    Thanks!

  13. I'm new to 3D-Coat, and fairly new to Lightwave and Modo.

    I noticed a comment in a video that the artist no longer modeled, but sculpted and then retopologized.

    I was initially thinking that this made sense for organic creations, but not for creating a robot.

    But - I saw some demos on this site that made me wonder.

    With the current state of 3D-Coat's sculpting tools, how are the 3d gurus doing their modeling?

    Where should I focus my efforts for orgainic and non-organic modeling?

    Or - maybe the question should be - what type of model would not be suited for Sculpt then retopologize?

    Thanks!

  14. My primary interest (at the moment) in purchasing 3DCoat is for retopologizing.

    I watched the great tutorial, and I can see how it is done.

    My problem is that I often don't quite understand 'why' something was done a certain way?

    When to draw 2 circles on the back, when to use triangles instead of polys?

    Where do I look to understand why?

    Also, I'd like to be able to pull in the dragon or the Asian dragon (from this site http://graphics.stanford.edu/data/3Dscanrep/ ), retopologize - and bring the model into Modo.

    Any non-obvious tips on making that happen for a neophyte?

    I'll just be able to import the models from that site into 3D Coat, retopologize, and then export to LW/Modo format?

    I'm sure I'm missing even the correct questions to ask about this?

    Thanks!

  15. I'm building a dual xeon win7-64 box, and am undecided on the video card.

    Would a GTX 285 2GB or ATI 5850 1GB be a better choice?

    The benchmarks seem to favor the 5850, but if computer graphics are a different realm than gaming, possibly I'm not getting a clear picture?

×
×
  • Create New...