worldcrafter
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How can I sculpt accross multiple meshes?
worldcrafter replied to worldcrafter's topic in General 3DCoat
"opeaion" = operation It would be great to have a "accross all volumes" check box on sculpt tools (like the move tool does). -
How can I sculpt accross multiple meshes?
worldcrafter replied to worldcrafter's topic in General 3DCoat
My model is quit complex and highpoly (24M tris), which is why I have split it into subobjects. Every operation (merging, objectifyng) takes ages to complete on them. I need to regularly hide and unhide parts of the object to make them accessible to sculpt. -
How can I sculpt accross multiple meshes?
worldcrafter replied to worldcrafter's topic in General 3DCoat
Thankyou ajz3d. I am still looking for alterantive methods though, because your method is not very convenient for my situation. I need to hide and unhide segments of my model very frequently. (during sculpting). -
I am sculpting a very large model, so I have split it up into segments/separate objects. Does anyone know of a method/software to seamlessly sculpt accross multiple meshes?
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It would be nice if we could set hotkeys for it, I really like the way mudbox does this - In mudbox you simply hold a keydown wile using LMB, RMB, MMB to move, scale and rotate. It seems the most intuitive way, because similar key combinations are used in the viewport (alt + RMB, LMB, MMB to zoom, pan, and rotate)
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I cant find any shortcuts for rotating, scaling and paning textures/stencils. Are there any? there is no tooltip for them.
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Is there a way i can replace the checker grid/texture on my retopo mesh, with a custom texture. Edit: ah found it. select mark seams tool, and you will see a box defaulted as "simple checker" (in the tool options box along the top of your screen), drop down the list and select custom checker.
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thanks, 3dcoat does not allow custom bake cages. And the baking quality is... fine for previewing... but would rather not use for a final production (prefer xnormal/mudbox)
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What is sp?
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I'm not entirely sure what vertex order is; But i guess that vert order wont be the same for the method above, which is with a very low poly model as the outside bake cage. btw I don't know how baking really works (you probably noticed).
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To be clearer on my last post, I am not using 3DC to bake, only retopo. That is why its a pain to bake (i don't want to do any baking in 3dc).
- 3 replies
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- unity
- triangulate
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looks like its probably not possible. Does anyone know of software that has decent baking, with custom scan cages? The idea is to slightly extrude the high poly model by a negative value, then decimate it, then use it as the "inside" bake cage.
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Does anyone know of a baking method that doesn't involve an inside and outside envelope, but just and outside envelope; My basis is that the raycasts would just stop when they hit the high-poly model - this creates a sort of inside envelope. Is this possible?
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Thank you very much! (is it a bug that the import object tool makes real instanced layers?)
- 5 replies
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- un-instance
- instance
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Well the separate layers are acting as instances! I edit one of the layers, and the rest are edited. Can i stop that? am using 3dc v 4.502
- 5 replies
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- un-instance
- instance
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