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mill

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Everything posted by mill

  1. This must be a bug. I noticed export UV works as well.
  2. Hi. Thank you for your quick reply and explanation. Millions of polygons in MV looks like the same as polyPaint in Zbrush. I found that "face" seems to be face index. But what I do not understand is the numerator and the denominator is always the same as long as I do not subdivide the mesh. If subdivided, things are even more complicated. The "face" gives me a combination of integer and fraction. But I do not care much about it for now. These are mainly for developers. Thank you.
  3. Hello. I am not sure about the information provided below the interface. fps: frame per second. This means the bigger the number the better the view quality? Free: available physical memory? But this exceeds the memory I actually have. Pointers: I have no idea. Face: the number of quads polygons? (if my mesh consists of all quads.) But it changes constantly. In micro vertex mode, millions of polygons in the change resolution dialog indicates the number of quad polygons instead of triangle? Is there any documentation about these? Thank you in advance.
  4. Hello. How can I render backface of a mesh in render room? In paint room, how can I cull the backface? Thank you.
  5. Thank you for your reply. I can always reach to Maya, so that is OK for now. But If I can make a symmetry UV like in the picture symmetry.jpg, I can save time to back to Maya. It is convenient to translate UVs vertically/horizontally when I texture a belt or pipe. moveUV.jpg We need to assign several textures in one material. In that case, I need to move the UV precisely by n units. Thank you.
  6. Hello. I do not use MV mode to generate displacement map because that mode has several problems. I tested a displacement map created in PPP and rendered it in mentalray. Mentalray has given me a perfect result. If I turn on show displaced mesh and adjust subpatch level, I can sculpt comfortably in PPP. And painting is better in PPP as well. I am using 3.5.13A win cuda and it works for me to get displacement map. Thank you.
  7. Hello. Is it possible to do in 3D-coat? 1. move UVs to only horizontally/vertically with the manipulator. 2. transform UVs numerically. 3. flip UVs by specific axis like U 0.5, U 0.0 or V 0.5. currently it seems to flip locally. 4. show grid in the UV preview window and snap UVs to the UV grid. Or snap to another UV. 5. grow and shrink UV selection. 6. ABF for the selected faces instead of islands. In Maya, I can pin selected or deselected UVs. Thanks.
  8. Hello. If I use tpological symmetry tool in microvertex mode, it makes a mess in the object. I am using ver3.5.10 cuda win64 Thank you.
  9. Hi. I can't export a black based displacement map. Even if I chose zero level is black normalized or not normalized, 3D-coat exports a grey based map. I am using ver3.5.10 cuda win64. Ok. I need to chose .exr.
  10. hello. I don't think there is another normalmap. As far as I can remember, I just imported the sphere from maya then painted. that's all. file > import > import for per pixel painting (or maybe I just dragged and dropped.) I do not have 3D-coat at hand. I am going to check that tomorrow when I get to my office. Thank you. added That happened again. I don't know what triggers this problem. There is no additional normalmap.
  11. Hello. When I use the flatten brush in PPP, wire frame appears every where. Although I can not reproduce the problem, sometimes dark artifacts appear too. My 3D-coat version is win 3.5.10 cuda GL64. I think this topic below is related. http://www.3d-coat.com/forum/index.php?showtopic=7236 Also, when I paint depth with paint brush in PPP, artifacts appear. I think mesh triangle is showing up. Another problem is the seam around UV borders. Blur brush also dose not handle the UV borders properly. The sphere in the image is imported from maya. Thank you.
  12. Hi. Photoshop cs3 refuses to open the map with tiff extension generated in 3D-coat. Is there any application to open this tiff? (not tif but tiff) My 3D-coat version is win 3.5.10 cuda GL64. Probably the other versions have the same problem. Thanks Edit Maybe photoshop can not handle 32bit tiff?
  13. ok.I will subdivide the mesh in maya before importing to 3D-coat for the time being. Thank you.
  14. Thank you. I understand. I found 200% makes difference for the air brush tool.
  15. Hello. I thought it is better to use microvertex painting for precise displacement. But recently I found 'show displaced mesh' in per pixel painting room. With this check box on, I can see actual displacement. If I import a mesh to PPP room and subdivide it a couple of times, I can generate a precise displacement map as good as microvetex painting. Am I correct?
  16. Is it possible to export a smoothed mesh that matches the vertex order of the mesh smoothed in maya? Say there is a original sphere created in maya. Then export it to 3d-coat. Smooth the mesh in 3d-coat by division 1. Export the smoothed mesh to maya. In maya, smooth the original mesh by division of 1. I would like to make a blend shape between this original mesh and the imported mesh. Although poly count is the same, vertex order is different. I can not make a blend shape connection between these two. Is there a way to solve this?
  17. Hello. I see no difference between transparency 100% and 200% for the brush setting. Why this parameter exceeds 100%? I would like this to stop at 100% when I drag the slider. Thanks.
  18. Hello. I have a question about blending. By reducing the depth modulator or color opacity in the blending palette say 0.1, then apply Layers > apply blending, it meary resets the layer back to the original state. Is this correct behavior? I expected only modulator or opacity goes back to 1.0 but depth or color should actually be reduced. I found that if I change the blend mode in the layers palette like overlay or multiply, it works as expected. This happens both 3.5.05B and 3.5.00.
  19. Hello. I experienced a problem with displacement export. It is the similar symptom to the one in this thread. BUILD: I am using 3.5.05B cuda but 3.5.00 also has the same problem. OS: windowsXP x64 sp2 HARDWARE: HP Z800, Quadro FX4800 BUG DESCRIPTION: STEPS TO REPRODUCE: This object below has multiple UV sets. After I sculpted this in the per pixel paint mode, I exported displacement maps by Textures > export > displacement map of visible layers > Grey based not normalized. But the generated maps have seams. So, I imported them back to the original object as diffuse maps to see what is happening. It seems that 'not normalized' is not working. Because both maps generated with 'Grey based not normalized' and 'zero level is Grey' gives me exactly the same result. Is there a way to solve this problem with v3.5?
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