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Grimmy

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Everything posted by Grimmy

  1. I don't see that menu. What do you press exactly to bring that menu up?
  2. Where is that option? I can't see it anywhere.
  3. In this case I tried just ' importing a model for per pixel painting' from scratch.. 1.You can see here that the UV maps look fine...but the actual mesh to paint is all messed up... 2.this is the result I get after I've painted a single new layer of green over the mesh in the paint room. Not too good I think you will agree.
  4. I tried hiding/deleting all the paint layers except layer 0 but I still get it. This model never had an initial voxel mesh and was simply an imported retopo mesh from an obj file. Does that make any difference?
  5. I have a retopo mesh on which I have UV unwrapped and sent to the paint room for texturing. Inside the paint room there are black shadows on parts of the object that I cant seem to paint over. I have tried hiding the normal map layer but this effect seems to be on layer 0 I think. Any ideas what I'm doing wrong? Pic attached. Thanks
  6. Now THAT is a convincing argument ! It shows me that I need to focus my modelling skills in c4d and just use 3d coat for painting and sculpting...unless of course someone is up to the challenge to build the same suitcase in less than 10 minutes in 3d Coat (with good topology)?
  7. Yeah, I guess that's really my point. Is it worth trying to build it in 3dCoat when in something like C4D it seems much easier to do. Although it would probably take me longer than 10 minutes I guess if I could retopo in 3dCoat really quickly then it would be worth it, but I can't seem to do it half as fast as the demo videos I see.
  8. It's mainly when it comes to relatively simple models like this (attached) that manual retopo takes ages. And autopo is a right off. I'm sure that for characters etc that the retopo tools are just great... Honestly I spent about an hour trying to retopo this (it has insides too) and for me that's just far too long for such a simple object.
  9. Yeah, that might have been me. Exporting voxels as .obj files gives rubbish topology but at least it's far better than the autopo results and the object keeps its shape. But I'm not sure that it's really good enough to go in a game.
  10. I'm building several low poly hardsurface game objects but I'm beginning to think 3DCOat is actually slowing me down for this process. I love using this tool but the hard surface auto retopology quite frankly doesn't (yet) work and so I am forced to do manual retopo. After spending a few days with the manual retopo tools, although they seem quite nice to begin with are, actually quite slow to use on certain objects. And by the time I've finished I've effectively had to buil;d the model twice. I'm starting to think that I might have built the mesh in another editing program from scratch much quicker...and I wouldn't need to retopologize. I want to be convinced otherwise, but I feel that 3dCoat is still not up to low poly hard surface creation which is a huge part of my work. Is there a better workflow or something I'm missing? I've tried the hardsurface Autotopo many times and it just doesn't work for me. If this did work 3dCoat would be an all in one solution for me and I suspect many others. Cheers
  11. I dont know if many people here use Unity but I sometimes see strange things with my meshes in the engine. Here you can see a simple box displayed in 3dcoat followed by the same model in Unity. You can see the dark black half way down the side of the banknotes. I have tried changing the shaders in Unity but unless I use 'unlit' I can't shake the dirty black texture. Does anyone have any recommendations for 3dCoat>Unity workflow? Also you can see a crease on the side of the gold pot...(?) Thanks
  12. Is that version more reliable? I started again in the end and everything currently seems to be working now. I'm not sure what happened?
  13. The first image shows my box retopo mesh in the retopo room. The second image shows my paint room after I have unwrapped and merged with NM too. ..but nothing is there. ( Note that the retopo mesh IS listed in the objects popup and the texture layers are listed) Also, I just exported the retopo mesh (as a .obj), then created a new file and hit Import Retopo mesh. The mesh is seemingly imported (The UVs are displayed) but nothing appears in the retopo room view port. See image 3.
  14. I have a very low poly mesh (a cube) which I created by retopologizing a voxel cube (interesting stuff eh). When I move to the paint room there is nothing in the viewport. Shouldnt it appear here? I have UV unwrapped it.
  15. As soon as I want to auto-topologize my voxel mesh, it becomes blurry. How can I prevent this? I've tried un-checking the voxelize and decimation checkboxes but then simply the autotopo fails to work and my PC hangs. Any ideas? Cheers
  16. Hi, I've been playing with the new (Beta) hard surface auto retopo tools but I can't seem to get a decent mesh. However, I recently found that if I just export my voxel object to obj file I can choose my desired poly count and hey presto the mesh is low enough poly to put in a game AND the surfaces are followed correctly. My question is, why shouldn't I use the export to obj function instead of the hard surface autotopo? First pic is of an object exported as an obj.(to 7500 polys) - Looks good to me. I could use that in a game Second pic is using the hard surface retopo tool with default settings.(to 12000 polys) - It took longer and gave me a pretty useless result. Maybe I'm missing something? Cheers
  17. Ah ha it's in v4.0.05. It's like I wished and my wish came true! I just tried it out, it works a treat! Thanks.
  18. The steam version is still stuck on 4.0.03. There are many new features in the newer versions but Steam hasn't automatically pushed out any updates. Have Steam users been forgotten? Is there some way I can update my license to 4.0.05? If I am at a disadvantage when using the STeam version, can a 'swap' my license for a 'normal' non-steam version of the software? Thanks
  19. Pix Jigsaw - My Preview options look nothing like yours. I only see cube mapping. (I am using 4.0.03) Have a look..
  20. A couple of questions: Can I perform mapping like cylindrical and spherical mapping somehow in 3DCoat? Sometimes I want to paint something like a label on a bottle and using projection paint manually can give uneven results. I know it's possible to snap the orthographic view to 90 degree angles when projection painting, but is there a way to snap at smaller angles. Imagine painting the tread texture on a tire and you need to rotate the tire at something like 20 degree angle with each new projection. The arrows keys would be ideal for this but the only way I can seem to rotate my model is with using manual controls which isnt very accurate. Any other projection painting tips I should know about? Thanks
  21. Hi all, I am using 3dCoat to paint low poly models but a lot of the time I need to limit my painting to specific faces. I know that I can create masks etc manually but is there a some kind of tool that would allow me to paint on speficic faces quickly. I've tried the hide (make some faces invisible) tool but it only seems to hide faces about 10% of the time. I'm guessing this is broken right? (version 4.0.03)
  22. Has anyone used substance designer in conjunction with 3D Coat to do their texturing work? Any good? Does it work as a rapid pipeline? I figured I could just texture out the regular displacement in 3d Coat and take it from there....? Cheer
  23. Oddly enough, I turned off Autosmooth and the problem went away. ? Is that the same as Smooth mesh=off?
  24. Hi all, no matter what settings I try, I can't get rid of these artifacts when I bake my texture onto my new retopo mesh.(Merge with NM(Per Pixel)) Any ideas? Thanks
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