Jump to content
3DCoat Forums

blackant Master

Advanced Member
  • Posts

    478
  • Joined

  • Last visited

Everything posted by blackant Master

  1. UV is set to 2048 ohhh... maybe you are talking about UV unwrap is overlapping or something like that ... i have to check this point but it should not overlap
  2. not sure what is wrong, maybe i updated to 3Dcoat 4.957 and blender lost the link ? Traceback (most recent call last): File "D:\Jeux\SteamLibrary\steamapps\common\Blender\2.83\scripts\addons\io_coat3D\__init__.py", line 558, in invoke bpy.ops.export_applink.pilgway_3d_coat() File "D:\Jeux\SteamLibrary\steamapps\common\Blender\2.83\scripts\modules\bpy\ops.py", line 201, in __call__ ret = op_call(self.idname_py(), None, kw) RuntimeError: Error: Traceback (most recent call last): File "D:\Jeux\SteamLibrary\steamapps\common\Blender\2.83\scripts\addons\io_coat3D\__init__.py", line 772, in execute bpy.ops.export_scene.fbx(filepath=coa.applink_address,global_scale = 0.01, use_selection=True, use_mesh_modifiers=coat3D.exportmod, axis_forward='-Z', axis_up='Y') File "D:\Jeux\SteamLibrary\steamapps\common\Blender\2.83\scripts\modules\bpy\ops.py", line 201, in __call__ ret = op_call(self.idname_py(), None, kw) RuntimeError: Error: Traceback (most recent call last): File "D:\Jeux\SteamLibrary\steamapps\common\Blender\2.83\scripts\addons\io_scene_fbx\__init__.py", line 634, in execute return export_fbx_bin.save(self, context, **keywords) File "D:\Jeux\SteamLibrary\steamapps\common\Blender\2.83\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 3198, in save ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod) File "D:\Jeux\SteamLibrary\steamapps\common\Blender\2.83\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 3094, in save_single fbx_objects_elements(root, scene_data) File "D:\Jeux\SteamLibrary\steamapps\common\Blender\2.83\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 2894, in fbx_objects_elements fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes) File "D:\Jeux\SteamLibrary\steamapps\common\Blender\2.83\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 1174, in fbx_data_mesh_elements elem_data_single_int32_array(lay_uv, b"UVIndex", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx))) File "D:\Jeux\SteamLibrary\steamapps\common\Blender\2.83\scripts\addons\io_scene_fbx\fbx_utils.py", line 504, in elem_data_single_int32_array return _elem_data_single(elem, name, value, "add_int32_array") File "D:\Jeux\SteamLibrary\steamapps\common\Blender\2.83\scripts\addons\io_scene_fbx\fbx_utils.py", line 451, in _elem_data_single getattr(sub_elem, func_name)(value) File "D:\Jeux\SteamLibrary\steamapps\common\Blender\2.83\scripts\addons\io_scene_fbx\encode_bin.py", line 161, in add_int32_array data = array.array(data_types.ARRAY_INT32, data) File "D:\Jeux\SteamLibrary\steamapps\common\Blender\2.83\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 1174, in <genexpr> elem_data_single_int32_array(lay_uv, b"UVIndex", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx))) KeyError: ((nan, nan), 551) location: D:\Jeux\SteamLibrary\steamapps\common\Blender\2.83\scripts\modules\bpy\ops.py:201 location: D:\Jeux\SteamLibrary\steamapps\common\Blender\2.83\scripts\modules\bpy\ops.py:201 location: <unknown location>:-1
  3. hello, today on my new mesh i noticed a wrong result witch curvature parameter i should more get a continuous gradient not this two lined result. and inside the cup i have also this kind of behavior, i have increased the degree to get more accurate result but it miss finesse.
  4. i'm a MD user it works pretty well with GPU. i don't know where you seen that is not accurate?
  5. i was playing with voxels tools today, and used cloth, and saying to myself: "my god, why is it so slow ?! " i will talk about marvelous designer as comparison, if the cloth are made with particle distance collision, it is not so slow to compute everything. and more, the added a GPU calculation button instead, and this absolutelly incredibly fast compared to cpu. so... why not in 3dc ? ...
  6. I hide tooth one by one to pass the problem and keep the head visible to not have to invert hidden faces function. but the first method would really be faster if the problem was not here. another point about this is the fact that, if i try to correct it in the tweak room to check the differents layers, reference mesh is already unvisible, and if i make it visible again, it will unhide all polys from the paint room.
  7. Here is my problem: i made a retopo, styarted to paint it, but to paint inside the mouth i have to hide the tooth. and the result is shown on the screenshot below. I must precise, that the reference mesh is not from voxel room, so i can't hide it by the menu.
  8. Hello, i think the editor can be improved a bit with few options that would help. for exemple, i am actually working on this fish. the material needs a first line on sides, but the parameter only let define 1 attribute (sides), and a mask, (random noise or something else), but it doesn't allow to choose for AO, light, bump etc.. and i think it may be very nice to implement it, giving more flexibility by layer. so maybe a system to let choose direction projection + curvature + AO for exemple. as for this exemple, my fish also needs a second line over the first, i would like to use the same parameters, but i have to use another texture for the line, so instead of changing the texture, it would be cool to simply add an offset on X or Y, and get it faster.
  9. oué, alors justement, le fait d'utiliser megascan dans 3dcoat c'est tout simplement génial, mais par contre la phrase "simply import from defaut download folder " je l'ai jamais utilisé ce dossier, je sais même pas ou il se trouve ... :/ et pour faire mal la seule image de dossier qu'ils montre, c'est flouté tout autour!
  10. hi, i seens this in my mind this morning, and i think it may be a really good feature.
  11. Hello, i just reported this problem on mantis, maybe someone had the same issue. while working on uv room, suddenly i am unable to use tools to unwrap edges when other parts are hidden. finally i saved my work before restarting 3dc, and i discovered that my uv are broken, as you can see on the screenshot. i used del key in the uv room to remove some unused parts of the mesh, i suspect this to be part of the problem.
  12. and the best would be another mode for unwrapping by island so it always keep edges grouped and can maybe avoid this kind of situation Zbrush is doing something interesting with there UV Master if i'm right.
  13. I gess this options is actually not available or maybe i missed it, but for now in the UV room, if you try to get a mix between manual unwrap and auto seams, it's not possible because auto seam will break all manual works. A lot of time this may be usefull for complex shapes where there are some parts important to be grouoped manually and small parts can get less time spend on it.
  14. Hi, I just realized that there is no way to quickly get a color in the palette using web references like #0A0C13 this is a great option wich may be used with sketchfab and ZBrush.
  15. Yop! everything is said in the title, for now we can only set alphas brush 1 by 1 , but many times we can have to create multiple alphas so it can take a long time. drag and drop or multiple selection would help. thanks.
  16. ho, didn't get update news since long time it seems, i'm on 4.9.01. i'll update it now ! thanks
  17. try to avoid to have this singles polys everywere on your uv map, this is also time consuming better a better way to keep space. i agrea there is something to do to improve it in the spacing
  18. Hello, i made a video about this problem caus it's more clear to explain
  19. Hello, today, i have started by re organising my folders by grouping layers , and suddenly i got this: the bug didn't appeared during reorganisation of the layers, but when i get out of 3dc to create textures outside it in texture maker. and i had the smart material opened during the creation. the model has been completely invisible, so i started hidding different layers to understand and visible parts are where the layers or hidden.
  20. Hello, i have been making a ship, spended a week on unwrapping to get it perfect, and now when i create an AO layer, i have this kind of problems you can see on the screenshot. I checked all my UVs again, because there are many materials needed for this model, but none has this kind of shape over it, so i don't understand what is happening here. this is the first time i have this kind of error. on another Uv set i have also the same problem.
  21. Hello, i'm sometimes using the UV room to separate my models with differents materials, and i have this problem: the mouse can detect edges from other layers. this is anoying and give some headhaches when it constantly make clipping on screen.
  22. This is something i'm always complaining about since many years, it is the ability to see precisely the projection when you use the cylinder, sphere or box for materials box isn't really a problem cause it's everywhere the same projection as long as you don't start rotating it. but trying to use settings for cylinder is so hasardous because you can only see the result, so spending time searching wich value is the right one for X, Y and Z... so i made a montage in max just to explain what could be could. tell me if i'm wrong or not, but i think that if we can see the cage directly, we will not ask about any kind of parameter to set in.
  23. while using Scan depth altering tools, it's commun that the brush is not responding correctly to the task. i have to rotate the camera mmultiple times to find a angle where it will work or i have sometimes to click a bit far from the point of interest and this smooth the points around it. so this tool needs more precision to work properlly.
×
×
  • Create New...