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Grimmy

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Everything posted by Grimmy

  1. Actually, this looks like it will be completely impossible or take about a week of solid vertex pushing. Is there a better way. I used the brush which helped a bit but it will still take forever..isn't there some kind of 'set islands to square' button somewhere?
  2. That's it. Fantastic. Now I have the knowledge but I wander how long it will take to align everything? Cheers
  3. I am trying to texture some hair but by uvs are all on little islands of their own. Each chunk of hair basically needs to share the same area of texture space as the next so I can really maximize the resolution. How do I go about doing this? I need to straighten out and scale all the islands and then place them on top of each other, but I can't even figure out how to move an individual vertex inside the uv preview window. Can anyone help? I have attached an example texture of what I am attempting to map to. You can see there are just a few straight strips and the detail level is high. Cheers
  4. Since upgrading to this (from beta 12) I am no longer able to add points/faces to my original retopo mesh. In fact I cant even seem to select faces on it. I can only add quads and I cant join them in any way to my original retopo mesh. Am I missing something?
  5. I can confirm everything works perfectly on the Wacom Companion with 3dCoat. I figured out that I can pan the camera using Alt+LMB+RMB. Everything else seems to work smoothly. Now I have my dream setup! ​
  6. I can confirm everything works perfectly on the Wacom Companion. I can mange to pan the camera using Alt+LMB+RMB. Everything else seems to work smoothly. Now I have my dream setup!
  7. It does but the middle mouse functionality doesn't work which means you cant pan the camera. Im currently in search of an alternative way to panning the camera. Anyone know?
  8. Is there a pan alternative for those who dont have a middle mouse button?
  9. I have a wacom companion and i wanted to report that although 3d coat runs well on it, the middle mouse click does not seem to work which means its impossible to pan around your model unless you use the tiny button on the 3d coat window. This alone renders 3d coat un-use able for me on this device. I'm not sure if this requires a fix by wacom or 3d coat. Middle mouse works fine in other applications on the wacom. If anyone knows a fix or workaround i'd love to know. Cheers
  10. I was hoping that the C4d applink would help speed up my dev time but I just get an error when I try to run it. See pic. It doesn't look like there is a preference.ini file at that location. I tried re-installing it but I just get the same. Any ideas?
  11. Anyone know if 3d coat works well on the latest Wacom CIntiq Companions?
  12. Ah ha. It looks like to do this i must import the object as a retopo mesh and then do 'Merge with NM' . I can't use the same mesh that I imported for per pixel painting.
  13. I brought in a low poly mesh via 'import model for per pixel painting' which allows me to paint on it. How would I go about sculpting additional detail on it? I tried importing the same model via 'import mesh for voxelizing' and then (with my sculpting done) tried to use 'Merge with NM' from the retopo room but that didn't do anything. Any tips? Thanks
  14. Yes, but I think that inverts ALL the normals. I only need to flip a few.
  15. In the end I think it was because my original mesh was composed of Ngons. When I imported the mesh as quads and triangles I never saw this issue again.
  16. Please don't get me wrong. I love 3dCoat and it's still a huge part of my pipeline.
  17. I know 3dCoat is perfectly capable of hard surface modelling, but I'm not so sure of its the fastest tool to do it. It took me ages to model that case in 3dCoat. (Although you could argue tha's me rather than 3DCoat Honestly, I'm just looking for the most efficient workflow . In my quest I've actually discovered a massively fast workflow for creating hardsurface models with great topology (without piddling with vertices )...here it is.. 1. Build your full model in MOI (If you don't know it, its bit like sketchup ..ie pretty damn fast to model in) (See image 1) Time Taken - about 30 minutes (and I am new to the program) 2. Export this as a .obj mesh to 3dCoat. (MOI topologizes the mesh really nicely every time I've tried it !!! With an instant preview too!!!) (See Image 2)alone. Time Taken - 1 second 3. Paint it and add further sculpt details//change some topo if required in 3d coat..(image 3) Job done. So, I'm not sure that even the best 3dCoat expert could get a nicely topologized mesh built and to that stage in such a short space of time with 3dCoat alone.
  18. Yes, I didn't mean paint layers, I meant materials. This is all great information. Many thanks to you all.
  19. Yeah okay. It looks like it would be a fairly simple to implement command though and I'd say useful when retouching an imported mesh.
  20. I may have already asked this but I can't find the post. Is there an option to flip faces/normals somewhere? This would be VERY useful if there is. Cheers
  21. I have imported my mesh, painted it and just noticed that there are two meterials. I have no idea how that happened and when I export to Unity this seems to give me some odd results. Is there any way I can merge materials somehow?
  22. Ah, now I see it! Great! How do I change the intensity of the occlusion?
  23. I want to bake some AO onto my object, but this object was imported as an obj by using'import for per pixel painting' therefore I dont know how to go about baking ambient occlusion.
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