Jump to content
3DCoat Forums

worldcrafter

Advanced Member
  • Posts

    164
  • Joined

  • Last visited

Everything posted by worldcrafter

  1. Thanks, could you tell me how I can identify this feature in modo with words? (so I can check out the documentation and maybe videos)
  2. If there is not a way to do this in 3dc, perhaps you know of another software than can place uv mapped models on a mesh by brush.
  3. Is there something similar to the "on brush" tool for placing objects, but that keeps the uv's of the model. I want to import textures for the models placed - This would be brilliant for adding textured details (I.E grass, tiny stones, small weeds) to a scene.
  4. Ok, silly me just had some settings wrong. But it is really slow to bake maps, does anyone know of an alternative?
  5. Hi, i want to use the same technique as is used here http://www.polycount.com/forum/showpost.php?p=1590084&postcount=320 I have very little experience with maya and need some tutorials that cover this.
  6. apparently it is padding. but i cant find how to turn it off.
  7. why has texture been baked beyond my plane low poly target model? HELP!? 0o ~
  8. I tried assembling in mudbox... but i have a problem. There is excess texture at the edge of my baked map. It was simply baked from a plane as the low poly mesh. Anyone know how i get rid of this?
  9. The condensed question: What is a good software for baking and arranging textured/normal mapped models. Maya is one answer, but i don't use maya and would like to hear some alternatives. 3D coat doesn't have anything good for arranging texturemapped models.
  10. I found something! http://www.polycount.com/forum/showthread.php?p=1288881#post1288881 I have little experience with maya and don't understand how he makes it til-able without having the stones have seamlike things where each set of stones intersects... because the stones are all placed by physics simulation wont the stones at the edges be without physics simulation?
  11. You will never get rich accurate normals from a photograph though.
  12. I recommend pixplant, have been using it for years. Only i would make a ground texture purely from photo because it would not yield nice accurate normals, ao, spec etc like a sculpt would. Seamless textures are handy for texturing sculpted objects thought.
  13. Thanks for the quick replies. BUT you missed the most important part of my question Which is "ready textured models". Example: lets say i have some texture mapped twigs, rocks and grass models, i want to put them into a tiling texture. How can i do this? Price of software doesn't matter.
  14. Hi I am looking for software which will allow me to make tillable textures by just placing my models; This does not work for ready textured models in 3dcoat.
  15. painted texture with normalmap on per pixel tiling mode works fine,thanks.
  16. bump... can one of you pros tell me? if not how can i get Andrew to do it?
  17. Hi Is there a way i can pack the uvs and textures of multiple models and texture maps into one texture map? (within 3DC) if not, could someone suggest a program that can? (price doesn't matter)
  18. the same happens on any model, i am using win 7. I could overcome this problem by using "bake w/ normal map(perpixel) and checking the "triangulate" option, but that is a pain to do with every single retopo model i do in 3DC.
  19. how can i get the color and normal map onto the tile preset? (are you talking about the tile preset on the surface mode options, or is there something in the paint room i don't know about?)
  20. Hi because there is not a triangulate or normal softening option in 3DC's retopo room, i had to triangulate and smooth the mesh normals in maya. When i import the triangulated mesh to unity i get this see that dotted line? that happens to every quad that has been triangulated in maya. that edge changes it visibility at different viewing angles... it suggests there is something wrong with the geometry; Any ideas why this happens?
  21. well done that man!! that's really handy and will be of great use in some cases... still not tillable though. I cannot always control the light source (for large textures) so am still looking for a method that will work with a model from reality capture.
  22. Im talking about Reality capture usnig photogrammetry, laser scanning...) I.E i have a 3D textured model brought in from the real world (I.E stony dirt ground model), and want to turn, this into a tileable stony dirt texture. i want to extract the normal map from the real geometry of the reality capture model.
  23. Hi Does anyone know how i might make a texture from reality capture into a tileable texture with a normal map from the model aswell. For this to work there cant be any manual fiddling with the diffuse texture, because whatever happens to the diffuse map must also happen to the normal map. any ideas?
×
×
  • Create New...