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worldcrafter

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Everything posted by worldcrafter

  1. I don't have any external animation app in mind, if someone could recommend one, that would be brill. (one that can handle really high poly surroundings of the animation.)
  2. does anyone know how i might make animated effects for my 3dC scene. what i need right now, is a portal effect (wavering smoky swirling stuff) I don't want to have to retopologize the scene, but rather just import the full res 3dc scene (as .obj, .fbx, .3ds etc.) thing right into the program.
  3. ok... guess ill be sculpting and coloring my textures rather than painting and applying shaders to them.
  4. If it only exports surface paint color, then why do i have the option of specular map export.
  5. The one voxel layer you see in my first screenshot does not contain anything and even when deleted, My problem still persists. Your suggestion of putting a plane above it and scanning it did not work very well and would be very fiddly and time consuming to get the scanning right, a quick go gave me this result. Could you suggest this to Andrew; How useful it would be to have the "export depth along y" take shaders into account?
  6. I made 4 instances of the same pebbles/stones model and made 4 stances of the same dirt model, I then applied a shader to the dirt and a shader for the rocks. I also put a little highlight and paint on the rocks and dirt After export, the color map looked like this The shaders have not influenced the color or normal or specular map in any way. Can i make the shaders show up in my exported maps?
  7. Surely, one you masters can at-least tell me if this is possible at the moment; If its not Then it really should be.
  8. ok, its double the width of each instance. silly me was trying to make to make instances that were badly overlapping, look seamless.. ONE MORE QUESTION; can i make the colors, bumpmapping and specularity from shaders, affect the the Export of the maps along the y axis?
  9. Ok, now i know about the instances feature, how do i calculate what the patch size should be?
  10. In Short - How do you Make properly colormapped textures with the tilled sandbox feature?
  11. The surface mode for creating seamless textures works, but is lacking allot (it seems to me). please say if you know a work around or method to the problem below # If i wanted to make a pebbles and dirt floor texture, i need to paint the pebbles and the dirt, is it possible to have multiple volumes work with the tiling system so I can paint or apply shaders to the dirt and pebbles separately?
  12. Its ok now, i had a very generic approach to sculpting back then and didn't really put the time in i should'v, nowadays i jus kinda pay more attention to what ime doing rather than going on the principle that "random looks natural"
  13. No its not an edge of a uv island, its where there is thin a gap between the 2 surfaces on the high-poly sculpt; this meant it couldn't scan it very well, i found if I made the texture map super high res (8192X8192) those lines where much thinner. BUT my pc is nowhere near good enough to allow me to paint and edit those highres layers freely (so laggy and unstable, to much ram usage, and i have a crappy integrated graphics card to top it of) any other idea how i might get rid of these lines?
  14. any tips on how i might remove these nasty white bits on the low poly bake
  15. so your saying the only reason I havent seen game ready models with this kind of separated topology, is that the baking doesn't work very well and produces nasty seams?
  16. For games where the model will be converted into tris and use a texture and normal-map, Is it more efficient to use separated topology like this (22 tris) Or joined topology like this (28 tris) ??? and why
  17. sometimes (seemingly random) the large array of brushes is reduced to only 11. why is this and how do i change it back in the paint room
  18. Its ok now, i found it by turning back face culling of, it was tiny(About 3 pixels on my screen) because it was so far away from the camera yellow probably would be easier to see, silly me
  19. Hi, i used the auto seams feature and unwrapped... the uvs turned out to be incredibly disproportionate. The only reason I can see for this is that I have made an incredibly large tri/polygon... but the twist is i cant find this polygon. If there were an invert selection function for the retopo room i could test if this idea is correct but i cant see this function, whut should i do?
  20. I saved my project , and when i came back to it the green coloured re-topology is now just black line which i cant join/atactch more topology to. how do i change it back?
  21. I have a highpoly (2.3 million tri) model with very inefficient uv's, how could i bake it onto a low poly model with different uv's? It would be nice if i could do the low poly creation and uvs in the retopo room)?
  22. It might look low enough to you guys, but for games it NEDS to be optimized as much as possible - i mean take a look at SKYRIM; beautiful graphics,super low poly and the most efficient texture usage ive ever seen, after extracting and inspecting its textures/models, i found that some of the tree and rock texture maps were uvmapped so there was ZERO texture map space loss there are variations of models with the same textures, ive not the faintest idea how they did it but its truly amazing.
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