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Teriander

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  1. What's the status of this issue? It would be nice if I can use 3D Coat to create my light maps for Unreal, but it appears sharing polygon faces on multiple UVs is not possible in 3D coat. Any solution coming?
  2. My problem is that I can either select the entire object faces, or one face at a time. Not sure how to select only the mat ID. They are loading correctly as separate UV Tiles, but I am unable to select by Tile. Am I overlooking a feature?
  3. Nobody can assist with this? Basically I want select by Material in the UV Edtior and move that selection to a new UV Tile. Possible?
  4. I have an object that uses multiple materials and it loads into 3D Coat fine. How do I select the faces that are using a certain material, so I can use the "Move Selected" option to transfer selected UVs to a different material? Right now it appears I can only select one island at a time and can not select by Material ID. Is that accurate?
  5. Ok, In 3D Coat I created painted a head and saved out one 3b file. Then the body is painted in a separate 3b file. How can I import the Head 3b file into the body 3b file? I have tired "Import Object", but I'm losing textures despite the texture layers are turn on. It's almost as if the last object that was imported, is applying some information onto the other objects. Bug? On version 4.5.19
  6. EDIT Nevermind on this. I didn't have the Diffuse/ Color option enabled! You can delete this thread. I started a high res voxel object by selecting "Voxel Painting". Came in fine. Then in the Retopo room I imported a low res model. Came in fine. Then I baked the High Res version onto the Low res version and I am ready to finish painting the Low Res version in the Paint room. Now the only problem is that I can not paint on the low res version in the paint room. Not sure why. The high res Voxel version is turned off with the View > Show Voxels in Paint Room" button. But no matter what I do I can not paint on my low res version in the paint room. Any suggestions?
  7. TimmyZ, This is absolutely exactly what I was looking for. It worked well! Oh my god that was crazy easy. Thank you my friend!
  8. Question, what is the best method to unwrap a high poly model that was Polypainted in ZBrush to export the textures for a low poly version? Basically I have a model that is high poly in Zbrush (low poly version also available for export), and I exported this version as obj into 3D Coat. I am able to import it fine when choosing Vertex Paint as the high poly version. But I do not want to paint on it, I want to have a low poly version of this unwrapped, and the polypaint transferred to the low poly version as a texture. Basically the samething that zbrush does with UVMaster. It unwraps the lowpoly version where you can copy and paste on the high poly version. How can I do that in 3D Coat? Because I hate UVMaster and unwrapping in ZBrush.
  9. Yes, I have tried Pack UV2 and Autoscale, but both did not fill the empty spaces in the manner that I was looking for. It's probably not possible, but thanks for the reply!
  10. Is it possible to quickly unwrap an object that will utilize all four corners of a UV Map? For example, If I have a sphere, how can I tell 3D Coat to unwrap the sphere and stretch the UVs from corner to corner without wasting any space inside the UV map?
  11. It has been over 9 months since I last saw a topic about setting up Light Map UVs in 3D Coat without having to go into a 3rd party App like Maya. Has anything changed? Is it possible yet to use 3D Coat to create a separate Light Map UV to use in a real-time engine such as Unreal? I am really surprised this is not possible yet since it is a very common issue.
  12. Thanks for replying. I have solved most of the issue by using the "Quads" tool. As you can see the skin and shirt layer are below the jacket. The retopo geometry are all the same geometry. The problem I was having was when I created retopo geometry for the jacket, it was snapping to the skin or shirt layers below instead of the reference mesh. I this how you would have resolved this?
  13. Polyhertz, Friendly reminder. Do not forget to update your signature with the newest build. I often use that to know what is the latest, and your signature is still 1.4. Had to read the forum history to find 1.5b. Keep the up great work! You app link saves a lot of time! I love it!
  14. I'm working on a collared shirt. As I am creating the retopo points for the collar, the points want to snap to the retopo mesh under the collar instead of the reference mesh. Is it possible to tell the new point (blue dot), to ignore the retopo mesh and only snap to the reference mesh? By the way, sorry for all the newbie questions this week. This is my first time in the retopo room and I am running into issues that I didn't find the answer to in tutorials. EDIT::: Nevermind, a work around I discovered is to disable Auto Snap, and kind of eyeball place the points above the surface for the collar. If anyone else has a better suggestion, Im all ears.
  15. So I have a head, and a shirt. Two separate objects (Retopo room >> Retopo objects). I want to merge these two objects into a single object and connect their borders. What is the easiest way to connect these borders? I'm thinking I can edge select the border with the L key, but not sure how I would bridge them together. Any suggestions? Thanks!
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