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worldcrafter

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Everything posted by worldcrafter

  1. I would have never expected the autopo in mudbox to work on mesh's with "errors" but it does! takes 10 mins to process and autopo a high poly model in mudbox, but i guess that cant be helped. SOLVED
  2. that's a real shame Perhaps someone knows a program that can decimate the model to work with mudbox... will try meshlab but any other suggestions would be good
  3. Hi, can i orient my brush to camera? (for the scrape, flatten brushes...)
  4. I would prefer not having to retopo and uv the mesh. Malo, what do you mean by quadmesh export? do you mean export dense quads? because that still produces mesh errors in mudbox.
  5. Hello, can a fellow mud-box user tell me how i export a high poly mesh from 3DC to mud box with correct topology? (so i am able to subdivide it in mudbox)
  6. I cant even import my mesh, so i cant resample it. But its all sorted now; I imported my mesh as a displacement map into mudbox using its "sculpt using map" function (in the "mesh" drop down tab) and used the "reduce" function, it did a great job.
  7. does anyone know if i can deimate in 2.5d (or 2d) I mean decimating a displacement map.
  8. i cant import the mesh to zbrush, says i have insufficient ram (had about 6 gb free) the only program i have managed to import it into is project memento, but it said error when i tried to deimate
  9. thanks, but i tried meshlab it also crashes on import of mesh (after a long time of trying) the obj 2.5 gb
  10. hi i need to decimate a terrain of 30 million polygons down to 1 mill anyone know of software for this? 3dcoat runs out of memory now matter how virtual memory i have. price doesn't matter
  11. Anyone know how i could get good movable/workable rope in 3dcoat. i was thinking splines, but don't know how i would make the model in the first place anyone know how to do rope in 3DC?
  12. ummm, how did 60m tris appear in your answer? it 15m tris. if i import the model with voxelisation, i run out of ram and 3dcoat crashes (out of memory), if i import without voxelisation it just struggles for ages and doesnt get anywhere (although ram is not the problem here; it is used up very slowly and would probably take an hour to use 2 gb of it)
  13. Hi i have an i7 4610M dual proscessor with 4 virtual cores. when 3dcoat is doing non multi-threaded tasks (which are many), it only uses 25% of cpu (the equivalent to one logical core) my question: is there a way i can sortoff get rid of 2 out of my 4 logical/virtual cores so i only have 2(real cores) left. (get rid of hyper-threading or something). My aim being to get 3DC using 50% cpu rather than 25%
  14. i did that and after hitting enter my pc worked away for 30 mins with no result so i closed 3dc. my ram loaded up very slowly so never became full, and 3dc was using 25% of cpu constantly.
  15. Its just a very detailed ancient stone pillar, ime planning a full small cavern environment, and don't want to use relatively low res meshes low res meshes (relative to the size of the large models at least), but i prefer mudbox sculpting to 3dC, and 3DC retopo and baking to mudbox's; baking objects in mudbox takes far longer because it dosnt show a cage for the model. I would consider doing the model in parts, but because it for a full environment (not just one exceptional model), i will not.
  16. i dont know anything about spliting a high res mesh like this. The 15m obj file is 900mb the file can be read just fine, and i can move and rotate the model as normal when i import, but when i press enter, 3dcoat crashes after a few minutes of trying after ram is nearly full. My specs. I7 4610m up to 3.7ghz ddr3 8gb ram (about 7 is usable for 3dcaot) running os and 3dcoat from 120gb ssd nvidia gtx 860 m graphics win 7
  17. How i decimate in mudbox? Edit: you cant i only know how to step down a level which makes the model a to low res, also stepping down a level does'nt optimize/decimate the mesh in mudbox, just reduce the overall polycount tremendously. (to tremendously)
  18. i cant import my 15m mesh to 3dcoat in anyway whatsoever; i always run out of memory and crash. I want to bake in 3dcoat not mudbox.
  19. Hi i want to import high detail models from mudbox to 3dcoat as a retopo reference mesh, my problem is if i try to import a huge reference mesh (15mill poly) it runs out of memory and crashes. So i am forced to use a low res (1.2m poly) model from mudbox - i cant export anything in between 1.2m and 15m only one or the other because it mudbox doesn't have a mesh decimator. I need software that can handle and decimate gigantic meshes. I havnt tried zbrush for decimating this huge mesh, and wont unless someone can confirm it is able to import 15m models. (i have slow connection so dont want to download zbrush unless i know it works... but i do have access to it)
  20. It exports color specular and emmisive maps, but occlusion maps would be awesome. (with and option for what detailed of occlusion bake you want) texturing tileable sculpts well is not really possible outside of 3d coat because it doesn't bake the occlusion for the sculpt. while it is possible to bake the occlusion seperately onto a retopo plane, it is really fiddly to allign it with the normal and depth amp from "export depth along y"
  21. no it doesn't help, i know about the tiled box feature, but it doesnt work for sculpting (read this thread carefully please), only placing premade objects (bricks and stones) this is partly because i cant sculpt on all the tiles, only one at a time meaning i cant sculpt to the edges of the tiles. if you have used the mudbox tiling feature, you can see how easy it is to sculpt a seamless/tileable texture when you can edit all the tiles/instances at the same time as one.
  22. One step closer to accomplishing tileable sculpting, is to sculpt on all instance volumes rather than just one (so the brush stroke can carry on to the next instance) anyone know how to do this?
  23. Anyone ever managed to do tiled sculpting without seams in 3d coat? The second post of THIS thread sows how he does it in zbrush. If you 3d coat experts out there know this isn't possible yet, perhaps you can suggest software (that isn't zbrush) to do this? thanks
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