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Grimmy

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Everything posted by Grimmy

  1. A major drawback of 3Dcoat for me(currently on 4.1) is that I can only export an object with a single texture map. For large objects and environments this is often not practical. Are there plans or has there been implemented multiple UV sets in any of the Betas? Thanks Simon
  2. Carlosan, how are you importing the mesh? Are you importing or per pixel or going the retopo route? I think it seems odd that we are all getting different results with the same mesh.
  3. Hmm. so instead of just importing model for Per Pixel painting as I normally do I imported the mesh as a retopo mesh and then did Bake w/normal map (Per Pixel). I was then able to auto UV map the object and then paint it normally. There were no flipped faces or artifacts. ?! Is importing as a retopo the preffered method instead of going the normal route of just importing for per pixel?
  4. So does it look okay to you when you import for per pixel painting? Thanks -Does 3d Coat not like ngons?
  5. I also made this fbx from ngons and put it through some modo cleaning. It comes into 3dcoat with all the faces the right way around but it still arrives glossy and with a lot of artefacts... car01Ngons _cleaned.zip
  6. I tried a new export with ngons. but I still get issues.. new .obj attached too... car01Ngons.zip
  7. Beta 5 seems broken too. (screen attached) The normals are all fine in Modo. I ran a mesh clean up in modo to and everything looks fine but there are still problems in 3d coat. I have attached the fbx too if anyone wants to check it. Maybe you don't get the same issues? There's quite a few separate sub objects in this mesh, would that make any difference? Thanks Car01_fromModo01.zip
  8. I'm using the latest Beta (4.5Beta 2) and my imported FBX (for per pixel painting) looks very strange and is missing some polys. In modo and Unity, the fbx looks fine so I can only assume it's a 3d coat issue. You can see that although I haven't attached any materials the imported mesh looks glossy and has lots of artefacts. See attached..
  9. This seems like a very basic and fundamental thing to to do when you are dealing with an object with more than one sub object part (clothing, accessories etc). So, in which room can I do this and how? See my image for the problem I am trying to solve... Cheers
  10. Hi, I just ran a test with the new PBR materials and exported my model and textures to an FBX. 3 textures got exported (diffuse, gloss and nmap) but when I load up the textures in an external program the diffuse is completely black. Is that right? I'm completely new to this 'physically based' world, so any help is welcome. Cheers
  11. FYI, I ended up rebuilding the parts of the model that where getting corrupted/flipped/missing faces. I had to re-design the model to avoid this sort of thing happening again though.. Thanks for all your help.
  12. PM Sent. FYI I reverted back to the older version then used..Import reference mesh, then 'Merge with NM' to get this mesh ready for the paint room. This ALMOST works, although I still have a couple of flipped faces. Oddly enough though, if I use 'Import Refernce mesh' and then try to manually automap > use current ow poly mesh the mesh, I am unable to paint on it in the paint room.
  13. OKay cool, I think I found some issues with the mesh which I fixed. But now when I import there seem to be faces missing...but when I run an AO bake on the mesh the seemingly missing faces get painted black...so it looks tlike the faces are there but not actually being displayed properly. Is this anything that's been seen before? See pic
  14. Well I managed to finally import fas a .obj after running the optimize tool in C4d several times. The mesh still looks fine in c4d but when in gets to 3dcoat it's full of holes... See pic.
  15. Yep. I tried .obj and .Iwo and I tried non cuda version of 3dCoat too..Everything crashes. In Modo trial and in C4d the mesh loads fine. ?
  16. Hmm. I updated to the latest Beta version and now the mesh crashes every time I try to import it. The mesh loads fine in any other modelling program. I submitted a crash bug viw the program interface but I've no idea if these ever get addressed. Any recommendations?
  17. Erm..not sure what you mean. In which software..if you mean in 3DCOat...which room do I do this? The model was imported for per pixel painting. Thanks
  18. You can see that in C4D the faces are fine but when I export to 3D COat the faces vanish (or flip?) I tried c4d model with backfacing culling on and off and both were fine. The model was brought into 3dCoat using merge object/automapped. See images.. Not sure what I can do because there is no point texturing the model when faces are missing or flipped. Hopefully someone can help. Version 4.1.04A(CUDA)(GL64) Thanks
  19. I think I've tried this before but couldn't figure it out. I have imported my mesh, UV'd it and textured only to discover it's pivot is in the wrong place. Can I move the pivot in 3dCoat rather than having to export to another package? Seems like a simple enough operation. Cheers
  20. I loaded in a mesh and I need to rotate it. I choose the transform tool in the Retopo room. The gizmo appears...I move/rotate or scale the gizmo but nothing happens to my mesh. Also in this mode I cant seem to select anything at all..faces/verts etc I go to Tweak Mode to try to do this but there is no option to slect the whole mesh. I can only pick one object at a time.. What's that about? 4.1.00 Cuda GL64...(and the same seems to happen in 4.1.04a too) EDIT: SO it looks like I cant edit it because it's an 'Object'. But How do I make this editable...and what's the point of it not being editable in the first place?
  21. Silly me, I hadn't actually merged the UVs (Merge with NM). Still, it should probably give a warning to inform me of this I guess. Cheers
  22. When I click it, it does nothing. I have set up my preferences to point at Photoshop. I am using 3dCoat version 4.1.00. Any ideas? Cheers
  23. I 'think' that this is the kind of functionality I need. It's called 'Peel UVs'. Where a curved UV is mapped planar to the texture (if that makes sense): http://www.unwrap3d.com/u3d/quicktip_peel.aspx
  24. "May be the new method of unwrapping - GU (globally ungorm unfolding) along with ABF, LSCM help" When is version 4.0.17 due out? Thanks P.S Good to know about the copy/paste feature but all my islands differ wildy in number of vertices and shape so I doubt that will help.
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