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DarkEdge

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Everything posted by DarkEdge

  1. Okay so I searched but am coming back with some conflicting results. I have and obj that has 4 uv maps with a material id setting for each map. These maps when viewed all at once are overlapping because they are all at 0,0 uv space. Is it possible to paint a single line (for example) across the whole obj and then export each uv map with that painted line, so when I go back into my render engine I can feed each map to it's corresponding material id and then be able to render that whole obj showing a single line across the whole object? I hope I made my confuggled question easy to understand and thanks for your input!
  2. I'm retopo-ing a model sculpt that has uv's and I want to be able to display the sculpt texture map because it will help with my outlining doors and glass panels (see attached) when I am retopo-ing. Hope this makes more sense now. So I want to apply the texture map to my reference mesh!
  3. Ohhh, my bad. That's exactly what I want but I want to put the image on the ball...not the retopo.
  4. I want to retopo a mesh but I want to know if I can apply a texture to that mesh to assist with my retopo? If so how, inside the retopo room or...?? Thanks!
  5. Smart Materials is a game changer....oohhhhh whee! This is the shizzz!
  6. I just can't seem to figure this out. I just want a single line that is repeated. I have a feeling it has to do with a spline and spacing but I either get a solid line or just one stitch. If someone could assist that would be great!
  7. When I am painting directly over a UV'd model is it possible to have the painting exceed the UV boundary by a set amount? I ask because after I am done painting and bring the textures onto the model I can see the seam lines. I can paint over those in Photoshop but would like to eliminate that step if I could. Thanks!
  8. Excellent Tony, worked like a charm!
  9. So if I am already in the retopo room and have "sculpt wing" on it's own layer that I am currently retopologizing, how would I import the new obj onto it's own layer and still be able to continue my retopo on the "sculpt wing"?
  10. This is a strange and unique request so let me lay out why I'm asking this. I'm modeling an wwii aircraft and the landing gear rotates back and twists sideways. To make the landing gear bay doors I would like to see the landing gear in it's tucked away position. But I don't want to topo over the landing gear just the sculpted wing, I just want to see the landing gear in place to place my edges correctly. Does anyone have any suggestions??
  11. Sorry for not being more clear. I was just wanting to relax the uv's a bit...so it seems to do that I need to export and re-import to uv room.
  12. If I have Retopo a mesh, how do I get that mesh into the UV room? I know that the uv's are right there in the Retopo room but I read somewhere that you need to Merge to get into the UV room, wondering where this Merge is? Or do I jusy export obj and then import obj to 3dCoat and uv from there?
  13. In the topo toolbar under Retopo there is a section called Improve Quad Topology...how does this work?? What exactly are you supposed to do to your mesh before using it? Thanks
  14. Is it possible to have a texture brush repeat? Like for instance if I have a seamless pant seam texture, can I program the texture brush so it repeats it as I create a pants seam with it?
  15. Here are the 2 existing ZBrush applink files zipped up in the correct folder hierarchy for Zbrush 4R6. Choose extract files and work your way to your Zbrush install, Use Extract and Replace. For example mine is: C/ProgramFiles/Pixologic/ ...and then just unzip. ZBrush 4R6 ZAppLink.zip
  16. Thanks so much for that Ranger, now it is all clear!
  17. I found a thread where you have to change the script from v3 to v4...I did that. There doesn't seem to be image icon, can one be assigned??
  18. I'm having trouble finding the 3dCoat app link in 3dsMax. The page tells me to look for ScriptAttack in the category after dropping the script into the viewport...but I am not seeing it. Can anyone help? Thanks
  19. As you can see I have six sided poles in my hand topology. I've heard that these are nasty, can someone tell me how to resolve the six sided pole that I have outlined? Or...would this be necessary? Thanks for your help!
  20. I am in the Retopo room and when I use the Brush the pivot is not around the point I last touched, it seems to be out in space a bit. How can I set the pivot point to be around the vert I last touched? Thanks so much for your help.
  21. Wow, now that's f**in' cool! Thanks
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