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Teriander

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Everything posted by Teriander

  1. I saw that video, but it wouldn't work for me when it comes to copying and pasting to other channels. The closes I've seen to interacting with other channels is using the "Move selected faces to other UV-Set" drop down from the top menu. But moving isn't what I need, looking for copying. Oh well, I'll keep researching or just use Max in the meantime. Thanks for the replies! I'll check back if you post a solution.
  2. Michaelgdrs, yes I know about the automated option with Unreal, but lets say I want to customize my UVs and I do not like the results from the automated unwrapping by Unreal. How can I copy UVs from Channel 1 in 3d-Coat, to Channel 2? It seems like it should be a common issue, but I've yet to discover the answer to this. Is it even possible in 3D Coat? I guess I can just use 3D Max.
  3. If you're familiar with the Unreal Engine, you'll know that a single object has at least two UVs, one for textures, and one for lightmaps. How do I copy faces from my first UV set to the Second UV set in 3D-Coat? It looks like the only option I have is to "Move to Set" which will abandon the faces from set 1, to set 2. Basically I'm trying to create a custom UV layout for my lightmap on channel 2 without moving the faces from channel one. Single Object. But now? Thanks
  4. Digman, Thanks for replying. I'm using 3D Max.
  5. Hello, When I import an FBX file that has multiple objects inside of it, 3D-Coat automatically assigns all of these objects into a single UVMap. That is not what I want, I want each object to have its own UVMap coords without any UV relationship with any other objects that were inside the original FBX file. How is this separation possible? Thanks!
  6. Ok, let say I've turned off the layers by using "Surface-Material" from the popup. It hides it in the viewport, but the hidden objects are still part of the UV set. Even if I hit "Upwrap", it still unwraps with the hidden geometry. Basically I want to unwrap and exclude hidden geometry. I can't even select the visible geometry without it also selecting the UVs for the hidden geometry. How do I do that?
  7. So I have an object that has about 50 separate parts. In 3d coat it correctly list each separate object in UV-Mapping view. Some objects are in difficult spots to see I would like to select entire objects and hide them. How do I select an entire object in the unwrapping view? When I click on the "Eye" in the Objects list it does hide in the viewport, but doesn't hide the UV Map in the small 2d view window. This makes it difficult to select the the object that is isolated and select only it's UVs so I can add its UVs to a new UV layout. Any suggestions?
  8. Thanks AbnRanger. I just went ahead and sent it over to 3DCoat with full Subdivisons added. Looks like it will be fine.
  9. Question: I have an object modeled. Looks ok as an Edit Poly at 5,000 polys. Putting turbosmooth on level 1 it looks great at 25,000 polys. Putting turbosmooth on at level 2 it looks even better at 90,000 polys. Do I send it over to 3D Coat to unwrap and paint when it's at the base 5,000? Or with the Turbosmooth level 1? Or level 2? In the past when I send it over to 3D Coat to unwrap at a base of like 5,000, then bring it back into 3D max and put Turbosmooth on it, it stretches the textures and becomes difficult to fix. I just want to know if there's a standard to this and if I should bring it into 3D Coat at its final level of smoothing or at the base level. Thanks!
  10. Thanks for the reply Javis. I'll give that a try.
  11. What is the best way to create dashed lines? Im trying to create a runway and having a hardtime figuring out a way to create dashed lines for the runway paint. It's just a painting issue. Thanks!
  12. Thanks Alvordr, I didn't have smoothing groups turned on. But I reimported my model with Smoothing groups turn ON then reexported the model and it seems to work! Either that was the solution or because I also changed the default padding from 64 to 512, and reassigned all of my UVs. Not sure if that made a difference. But I appreciate your response!
  13. I modeled an F-16 and Unwrapped it in 3D-Coat and Painted it. It looks fine in 3D Coat but when I bring it back to 3D Max, you can see the seams from the Unwrapping. Bascially it shows where the paint starts and stops. I assumed this is a Padding Issue and increased the default padding in Edit > Preferences from 64 to 128 and re-exported it as well. Do I need to repaint or re-unwrap it after changing the Padding settings? I didn't notice a difference when I had re-exported it after making this change in the preferences. Or is Padding even the issue? Thanks.
  14. Yes, I know Maya as well. I can tell you that Turbosmooth in Max behaves the exact same way as Maya's subdiv. I've started converting my model in 3D Max to have more edge loops and removed the smoothing groups since it is becoming a problem. But I can assure you a model that uses Smoothing Groups to specify its hard edges will have a lower poly count than a model with all edge loops for hard edges. That's pretty much the reason 3D Max uses smoothing groups. They're a pain to setup on complex surfaces but very useful once you learn them. Thanks again alvordr!
  15. Thanks for the video link. Im starting to get the feeling I'll have to use edge loops when modeling for 3D Coat. I wanted to steer away from this because it means I'll have a higher poly count but it looks like it will be the cleanest way without fighting smoothing groups. So I guess until this bug in 3D Coat is resolved (I call it a bug because it shouldn't break smoothing and it does) I'll have to use edge loops. Thanks again for replying!!
  16. Thank you for replying alvordr. What you've said is interesting that the smoothing groups will likely change on export. Because if that's the case then it wouldn't make sense to store Smoothing Group information on the OBJ if it's not going to remember what Polygons were assigned to what Smoothing Group. Especially if I never increased or decreased the poly count in 3D Coat, only UV Unwrapped it. Maybe you can provide an alternative solution for me in my situation, here is what's going on in detail: Phase One - I've created an F-16 in 3D Max (It's for a cinematic not game engine). It totals less than 10,000 polygons. When I subdivide (Turbosmooth) the model, it looks really great and high detailed. Because of the Smoothing Groups the hard edges stay where they belong when subdivided. So I have a very high detail F-16 when I put on TurboSmooth and a very low detail F-16 ready to unwrap and texture in 3D Coat. Phase Two - I've exported the low detail version of the F-16 as an OBJ to import into 3D Coat for Unwrapping. Using the "Unwrap Model" option in 3D Coat, re-exported via File > Export Model and saved it as an OBJ. What I want to happen at this point is to import my Unwrapped OBJ from 3D Coat back into 3D Max, Subdivide (Turbosmooth) it, and have it look really great again in high detail. But instead all of my hard edges are gone and the Smoothing Groups have been reassigned. What suggestion do you have to Unwrap my F-16 in a Low Poly state and bringing it back into 3D Max with the correct smoothing groups assigned so Subdividing it wont destroy the hard edges?
  17. When I started "UV-Map Model" at the start up screen and I unwrap my object, switching over to the Paint tab looks like Im in "Per Pixel" painting mode. How do I switch this to "Micrivertex" so I can start painting with Displacement instead of Normal Maps?
  18. I've exported an OBJ that has multiple smoothing groups from 3D Max and all three Texture, Normal, and Smoothing Group options were checked. I imported the OBJ into 3D coat via UV-Mapping and the "Auto Smooth" option is off. As well as "No Smoothing" on the UV. I then export from 3D Coat the OBJ and Import back into 3D Max with Smoothing Group and Texture Cords. Check. Also Normals are set "From File". But my smoothing groups are NOT set the same as they were when I exported from Max. I've also Imported the Max OBJ back into Max to see if Max exported the OBJ incorrectly but the Smoothing Groups are still the same. Which means they break from either Importing or Exporting from 3D coat. What can I do to fix this?
  19. That's a good idea. Thanks for the feedback Psionic!
  20. Come on guys, don't be shy to help me. I'd do it for you.
  21. So I started unwrapping an aircraft. It was created in 3D max, and exported as an OBJ. It also has about 20 parts. About halfway through of unwrapping it I noticed I had a few faced that I wanted to delete and found a vertex that needed welding. My question is: What is the best way to reimport the fixed OBJ with the corrections made without having to start the Unwrapping process over again? I tried saving my UVs by going to UV > Commands > Save Then I tried File > Import > Replace Geometry. Then loading the Saved UV. But history of the old faces that I had deleted still show in the UV viewport. I proceeded with "Unwrap" but it still makes my geometry display incorrect. Is there a better procedure to update an object after you've started unwrapping? Thanks!
  22. Thanks for the feedback! This explains a lot. I'm definitely aiming more to 3d Coat. Thanks again!
  23. Ok, First, I want to state that I recently purchased 3D-Coat for personal use and don't have a lot of experience with it. I've also used the 15 day trial of Mari. My question is: What is it about Mari that makes it worth about $1600 MORE than 3D-Coat? The things I've seen in 3D Coat are quite impressive. Especially UV Unwrapping. That's unbeatable. I haven't gotten into Voxel sculpting or retop yet, but those are features I plan to dig into soon. So WHY on God's Green Planet would I want to spend so much more for Mari if it's only for painting? Is 3D coat not capable of Painting objects as well as Mari? The main reason I ask this is because we will soon purchase a texturing program for our architectural firm and we're debating between 3D-Coat and Mari. Im more for 3D-Coat, but would like others opinion. Thanks!
  24. I do not see an option to export a bump map. When I select "Export Model" I get a list for color, spec, emissive, normal, displacement, and coarse. But nothing about Bump. How do I export the bump? Is that considered the displacement map?
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