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EricM

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Posts posted by EricM

  1. If I turn off close holes, it also works like it used to.  Also, turning ngons off in Rhino did indeed fix the issue.

    I saw the new close hole feature in 4.9.02 and started looking into that.  Couldn't find a way to disable on import for voxelization, but you can when converting a surface layer to voxel.

    Again, either way it works as it has going back to the 3.x days.

    2019-10-10 12_34_17-3D-COAT 4.9.05(GL64).png

  2. I'm not sure why it would be a video driver.  I can turn the layer off and on and still see it, so it's not an artifact from rendering.  It is a ghost though.  Cannot sculpt on it and if I merge visible to another layer, the ghost is not present on that new layer.  

  3. I am playing around with smooth all, seeing how it effects similar objects with different densities.  In this scene, there are 4 identical objects on 4 layers.  

     

    When I resample a layer, it changes the resolution but leaves a ghost object on that layer.  Can anyone help?

     

    post-37713-0-56410400-1425657569_thumb.p

     

    post-37713-0-43994900-1425657570_thumb.p

  4. I realized they were separate meshes, but I thought for sure the UV map was applied, or would be applied in the voxel room's case, to the object at export.  

     

    I don't think a low poly workflow would work for me.  For example, I can grow a model @ .0127mm layer height with a 10 to 15 MB mesh.  But in Maxwell, I have to use a 75 to 100MB mesh or else I get a stair step/jagged look in all of my light line reflections.  I can have hundreds of .5mm x .5mm cylinders and lips around stones that would make retopo next to impossible.  I even have to be very careful smoothing a mesh in 3DC that I don't cause a pilot hole for a stone to smooth too much, causing the metal to intersect with a gemstone.  That would ruin the render.

     

    So how does one create a very simply UV map for a high poly object that is ring shaped.  I just wanted my scratches not to have a seam that's rather apparent with box style uv maps.

  5. I'm a NURBS modeler.  I am a complete noob when it comes to meshes.  

     

    This is my existing workflow:

    --Model in Rhino

    --Bring obj file into 3DCoat for voxelizing.

    ----fix boolean issues with voxel volumes

    ----smooth all to relax sharp edges giving them a slight bevel

     

    Works great.  I'm trying to take my Maxwell renders to the next level by adding microscopic scratches in high polished areas.  I'm going to set the roughness to a texture map that contains faint scratches.  The problem is I can't get the UV map to export from 3D Coat.  Here's the problem:

     

    http://www.youtube.com/watch?v=uHnQZe2x9fQ

  6. I am trying to hollow out a head.  I've got my cavity dug out, but the interior surface is uneven.  I was attempting to fill the scapes my brush left when I noticed all the detail on the other side of my model was being filled as well.  Is there a way to lock a tool to the visible side you are working on?

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