dvijay
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Posts posted by dvijay
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That is probably not the best title for my question so please bear with me.
I have a Daz3D model that has several texture maps (head, torso, eyes, etc). The problem with the model is that the UVs are overlapping. I'm trying to figure out how I can create like a texture atlas and combine all these texture maps into one large texture (like a texture atlas). I hope I'm clear. It was easy enough to move some UV groups around and I finally got to a point where there is a head UV group and a body UV group, each mapped to a 2k material. What I'd now like to do is combine these into a 2048X4096 texture with the UV groups appropriately moved (head at the top and body at the bottom). I cannot seem to be able to do this. Any ideas or suggestions would be greatly appreciated.
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I hadn't followed the auto retopo feature closely during development. Now that I tried it, it's unbelievably awesome!
I quickly sculpted the bust of a creature and ran the auto retopo. Even with all the default options it generated a great mesh! I know I can go ahead and provide hints to perfect it further but even the default behavior was nothing short of amazing! Thanks for this amazing tool!
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It is indeed great explanation. Thanks for clarifying some things for me.
As to my model, I'm still not having much luck. No matter how much I scale my mesh (I tried from 50K all the way up to 10M!!) once I apply, all I see is an outline with plenty of "holes" in it. I may be doing something wrong. I can try to attach a screen shot if necessary but its probably very obvious. Like I mentioned earlier, I did manage to convert is successfully once (at around 1.5M polygons) but I can never do it again
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Hi,
I'm pretty new to 3D Coat so please bear with me for possibly trivial questions.
I'm trying to load a low poly human mesh and convert it to a voxel-based model so I can sculpt additional details/accessories (for example hair). I'm not able to do this very successfully. Here are a few things I tried and some questions I have.
The model I'm loading is about 20k triangles. When I first open it in 3D Coat (voxel mode), the Merge tool show the estimated poly count as 414. I'm not sure why that is. I can hardly see the model, probably due to the import scale factor but if I scale the model the poly count goes up.
If I don't do any scaling and simply say Apply, I don't see the model at all. If I scale the model sufficiently large (1M poly) and then Apply, the model is converted but with a whole lot of holes. I also tried subdividing the model and I can see the model getting smoother with each subdivision. Even after 4 or 5 subdivisions (each iteration takes increasingly longer and longer), when I Apply, there are still too many holes in the model.
I tried a lot of variations on the above (scale, subdivide, etc). There was one time I actually managed to do Apply and have the model fully convert into voxels. Clearly I cannot retrace how I got it to convert. I was not able to do it again.
I did not think what I'm trying to do here is that complicated. I must be clearly missing something. Are there any specific steps or settings I need to use for this?
Any help is greatly appreciated.
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Thanks for the quick responses. I haven't played with curves yet but the other suggestions with the Move tool and the hard edge tool brush seem to work well for me.
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Hi, I'm very new to 3D Coat (and sculpting). When I use sculpting tools like Increase/Extrude to create an extrusion like a hand or leg, the extrusion keeps moving in multiple directions instead of a fixed direction I am trying to move it. Is there a way to fix the direction for these tools or do I just have to be extremely careful?
Any help is appreciated.
iPad iOS5 is coming out and Zbrush 4 R2 will be running on it.
in Feature requests
Posted
It is NOT running on the iPad. He's simply using the iPad as a second display to the computer. 3D Coat should work similarly just fine.