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gswartz

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Everything posted by gswartz

  1. That's what I wasn't sure of. If I open the fbx in modo and untick the "Import Normals" option then that Other Maps map is not created and I don't see those errors... however I wasn't sure if that map was needed. I'm assuming it's not so it's safe to remove. I'll give it a try, thanks.
  2. Yes, that is exactly how I export. I don't have a normal map inside 3dcoat since I built this model from scratch using the retopo tools and then just did the retopo>export as fbx.
  3. The fbx file is right out of 3d coat opened in modo. If I tell modo to not load the normals when opening it, then I don't have the problem. But I don't know if I need to have that normal map and if so, how to fix those areas.
  4. I retopod this mesh and exported as an fbx. When I open the fbx in modo there are few areas like the attached image. If I delete the fbx normal map in modo the errors go away, so I'm assuming it's an issue when exporting the fbx. Is this something I can fix within 3d coat? If so, how? Thanks.
  5. No it was a scanned model so it's not perfectly symmetrical. But maybe it's close enough to make your method get me most of the way there. I'll give it a try. Thanks.
  6. I'm working on retopologizing this star fish mesh. In the image you can see where I have started. I wondered if there's any way to copy those polys to the other legs (highlighted in magenta) of it instead of having to recreate all of them? Thanks.
  7. That did help. After cleaning up the mesh in modo and then importing it to the sculpt room I was able to then use the autopology. Unfortunately it really didn't give me good results. I'll have to keep playing with it. But due to the complexity of the model and the edge flow I'm after, I may have to resort to manually retopology. Thanks!
  8. I have a scanned mesh at 3.5 million polys. I used auto retopo in modo with most of the default settings except that I lowered the poly count to around 10%. I ended up with a very good mesh at around 300k polys within about a minute. However the edge flow isn't quite what I wanted and modo's retopo guides aren't working as described so I figured I'd bring the model into 3d coat and use the auto retopo feature there. I have tried with creating guides and not creating guides and neither way will actually complete. Each time I try it just sits at CreatingCutGraph I let it run for about 8 hours last night and it was still processing. Are there any gotchas I need to be aware of to get the auto retopo to work? Thanks.
  9. Thank you everyone for the suggestions. I probably won't have a chance to get back on this until the weekend but I'll give it a try and hopefully it helps.
  10. Thanks, but that's one of the first things I did when I was trying to get the tablet to even be recognized.
  11. Yeah, I am sure it's more an issue with my setup... just not sure where to look. The driver version I'm using is 6.3.15-3. Anything newer and I can't even get the tablet to be recognized. Here's a link to the video. Sorry for the bad audio, but I just used the onboard mic on my laptop. I expect that there would be some differences between the mouse and the tablet, but the difference between how they work with the shift key to smooth just seems to be a bit much. As seen in the video, it works ok on the pinch brush although I swear it wasn't working that well last night.. but on the standard brush, not much luck. Let me know if there's anything I should check. Thanks.
  12. No, the latest drivers do not work on my system. I had to go back 2 versions to get drivers that windows 7 would recognize the tablet and where things would work as expected (aside from 3D coat).
  13. Ugh, ok. I spent almost 3 hours last night just getting the tablet to work going through one driver after another with one restart after another. I'd rather not continue that pattern. Maybe I'll just stick with zbrush. Thanks.
  14. I am using an intuos pro and found that even with a depth setting well over 500, the smooth brush has almost no effect. If I switch to a mouse it completely smooths the mesh. I'm also running into similar differences in other brushes between mouse/stylus. So, I went looking through the preferences to see if there was anything specific to the pen/tablet that I could tweak but couldn't find anything. Am I missing it somewhere? If not, is this normal for the smooth brush to not have much of an effect with the tablet? Thanks.
  15. I guess so. So, the pbr material system has replaced the old one right?
  16. I have had 3d coat for a couple of years now but really haven't put much time into learning it. I wanted to spend some time learning the painting workflow, but with the new pbr features, it looks like that workflow may have changed. I never had a solid understanding of it to begin with so it's very possible I'm just missing something. I brought in a model of a bee to paint and wasn't having much luck getting it painted without it looking like shiny metal. So I wasn't sure if there was a way to paint in the old way or if pbr has completely replaced it and is the only way to do it now? If so, I guess I need to get up to speed on how to make organic skin textures in a pbr workflow, so any links to tutorial vids on that would be very appreciated. Thanks.
  17. I have an obj model exported from cinema4d that I then brought in to 3dcoat to uvmap and paint. I created the map, painted and thought everything was fine. After exporting the obj and the color texture, I then opened up that obj in c4d and replaced the uv tag on the original model with the new uv tag from the 3dcoat exported obj. I then applied the 3dcoat exported color map and it did not map to the object correctly at all. If I go into bodypaint and select a group of polygons, it doesn't select that group but a bunch of others. Also, the imported uvmap looks a bit different in c4d vs 3dcoat. I then tried to use the c4d applink to export the model from c4d but nothing comes into 3dcoat. It just opens to an empty scene. Any idea what's going on? Unfortunately this is a time critical project that I have to finish up so any quick help would be very appreciated!
  18. Ah, I figured it out. I had to use the Apply UV-set command.
  19. I just exported my model as an obj file and when I opened it in c4d, it was in fact using the uv set show in my 2nd attachment above rather than the one I made. So, how do I make the uv set I created persist? Thanks.
  20. When I first imported my model into 3d coat it created default seams and uvs. I then cleared the seams, created my own and unwrapped it resulting in the first attached image. When I switch to the paint view and select the Body uv set it shows the same uvs that were originally created instead of my new uvs. What's interesting is as I paint on the model it's obvious that it IS using the new uvs. So, is there a way to get the new uv set to appear in the texture editor window? I do have the Body uv set selected (it's the only one anyway). Thanks.
  21. Thanks but after experimenting, it does indeed appear to the reverse of your explanation. Regardless, as long as we're moving toward gray, I guess that's all that's really important, right? Thanks again
  22. I just had my first go at creating uvs with 3dcoat and I want to kick myself for spending 3.5 hours doing the same job in modo last night that took me about 15 minutes tonight. Oh well, now I know what tool to use in the future. However I noticed on the uv map that certain polygons around my characters mouth corners were overlapping. As I moved the vertices around to clean it up, some of the uv polygons turned red or blue. I think I understand that this is supposed to indicate stretching, but I'm not sure. Regardless, even if it is, what does red mean vs blue? I've gone through the uv section of the manual but didn't see an explanation of this (though I'm sure I could have missed it). Thanks!
  23. I'm new to 3d coat and I wondered do you normally sculpt in voxels and then convert it to surface sculpting for hi rez details or stay in voxel mode for full rez detail? I watched a video tutorial and from what I've seen it looks like you generate the basic volume with voxels and then convert to surfaces for hi rez detail... but is that the normal workflow or perhaps just the way this person did it? I want to be as efficient as possible with my system memory so when it gets to skin wrinkles and so forth, is it best to be in voxel or surface mode? Thanks.
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