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PixelDust

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  1. I am now. I was using 2023.6 before. One more question: What's the best way to export one object and its textures from the paint room at a time? When I click "Export Objects and Textures" from the file menu, it will export the objects and textures for all my objects, even the ones that are hidden, and it overwrites what I had saved before. Thank you!
  2. Nope, not painting layer 0, and no UDIMs. There are separate UV maps for each retopo object. I am getting duplicate UV maps somehow after baking. It might be because I've had to bake again because the paint objects get screwed up. Thanks!
  3. I have retopologized and baked my objects individually. Name correspendence is on. I can paint on one object at a time and export the maps, but the next time I open the file, only one object seems to display correctly in the Paint room. All the others are dark and transparent. Also, my paint objects keep disappearing. For example, I can paint an object and export it. I save the file and exit 3D-Coat. Next time I reopen the same file, the paint object I exported isn't there anymore. Everything looks fine in the Retopo room. In the screenshot here, all paint objects and surface materials are visible. I turned off "Show voxels in paint room". I can't tell where I am going wrong. The file is too large to share here. I'm getting frustrated. Can someone help? Thank you!
  4. In version 2023.05, the Tool Presets panel won't stay open after the first time I access it after I open 3D-Coat. Every time after the first time, the panel closes whenever I mouse over it. If I restart 3D-Coat, it works the first time, then any time after that it keeps closing the panel. I also tested with 2022.58 and it is doing the same thing. I'm running Windows 10 Pro version 21H2, Nvidia GeForce GTX 1080, 32 GB RAM, Intel Core i7-6850K at 3.6 GHz. Nvidia Game Driver 531.18. I also can't get it to appear when I select it from the Windows > Panels > Tool Options menu. I reset the preferences to default and that didn't fix the issue. Tool Preset access problem.mp4
  5. Thanks, Carlosan - You saved me a lot of time!
  6. Well, I finally finished it! I added the fur in Modo (which took me a while to figure out the grooming and shading process) , and built the rink. Then I added an off-screen disco ball (a beveled sphere with a reflective material) and shone some colored lights at it to cast the dots you see here. The image took almost four hours to render in Modo.
  7. Hi - sorry I've been lax about the updates, but I have been working on it, and it's about done! I reshaped the head to make it look more like a chihuahua, and added a shirt, teeth, did some painting, and added hair in Modo. I'll add some bows to the skate laces, and maybe add a dog collar. I'll also add a wood floor later. Hope you like it!
  8. It's been a while, but I'm still working on it. The sculpting is pretty much done, and I'm working on retopo. The file was getting really large, so I've been splitting up the parts into different 3b files and using Autopo, then exporting the retopo meshes and high-res meshes into Modo 10.0v1 for UVs and baking. So far, it's been working pretty well, except I did struggle with the skate boots. I had made them thin-walled objects, which caused problems with the Autopo routine. So I had to go to an earlier version of the body model, make a layer with just the feet, and combine the feet with the skate boots so there would be a "solid" mesh for Autopo to work with. I also had to make a decimated version of the meshes because 3DC would run out of memory during Autopo. Also, I learned having the laces as separate meshes wouldn't work with Autopo or bake well in either 3DC or Modo, so I had to sculpt the laces onto the boot, which worked much better. Here's a Modo render of what I've finished so far.
  9. I got an e-mail back from Andrew. He says it will be fixed in 4.5.34.
  10. I'll do that, thanks. I'll put the file in my Dropbox.
  11. OK, just checked it and it's doing the same in DX64S.exe. It also does that in the GL versions.
  12. Thanks, but I don't think that's the issue. I just tried it on a fresh project, and the same thing happened. I'm sure I didn't paint on layer 0. The checkerboard seems to appear at the edges of strokes, or where the depth is the lowest. I also noticed that if I have the smart material window open, I don't see the depth problem in the SM window, but I do see it in the viewport. (See screenshot). I also exported my maps to Modo and there are no transparent spots in my textures, so there isn't any actual transparency as far as I can tell. This makes me suspect this is just the way it shows up in the viewport and not an actual problem with the texture. BTW, I'm using an NVidia GTX 970 with the latest driver (364.72) on Windows 10 64-bit, and I'm using 3D-Coat 4.5.33 DX-CUDA. EDIT: I also attached the render from Modo. I can't see any problem there. So, I'm guessing it's a display issue only.
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