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worldcrafter

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Everything posted by worldcrafter

  1. how would further reduce the poly-count of an already textured and retopoed mesh? its already quite low poly, but how can i make it even more low poly? can i perhaps do a kind of 2nd retopo? if so, how? ty
  2. Thanks, i changed export preferences for maya/blender instead of 3ds max Its all sorted now - this thread is really messy - Why cant i delete my thread? (allowing that would make the forums much tidier)
  3. How do i do that? i inverted the normal map (not the green, dunno what that means) and the models lighting looks a whole lot better, but the lighting seems are still there
  4. I managed to make something that didn't have visible seams ( By making it higher poly), but what ime more concerned about, is the result in unity It's not lit properly - it doesnt have that seem in 3d coat
  5. sry i misenterpreted ill upload tomorrow
  6. OK ill share my project its a rock wall... oh but its a load of crap cos i cant uvmap and retopo it
  7. Ur a moderator, why r you joking around instead of helping?
  8. Here is another (and better) example - and when i merge to normal map i get nasty stuff where the seams were and in unity u can see where the seems where
  9. I don't get what you mean about moving the seems inside, how do i do that?
  10. Sry, i jus thought it was possible - Ive never seen it done in modelling software, but have seen cloth and large leaves with different textures on each side in games. "metasequoia" (modelling software) can make a one sided face, or double sided face - i thought, on this principle, it was possible, but I Havant found a way yet.
  11. No, i mean being able to paint a diffferent texture on each side of the polygon
  12. I find it is usualy the other way round
  13. I Havant used 3dcoat much and ive been trying to retopologize and uv map without success. ou As you can see i'm wanting a very lowpoly model, if anyonne knows of someresources that would help me with this I'd like to know The UV's are a disaster and I Dont know how to tweak the uv's so I can get rid of these nasty seems. These look like the most important things for me to learn, so if anyone can help me out, that'd be great
  14. So is it not possible to uvmap both sides of a polygon in 3dcoat?
  15. I found transparency does work just not with the format i was using, png transparency works fine
  16. How can I uv map both sides of one polygon in the retopo room? also how can i paint transparency from a material on a layer (although that isn't the main aim of the topic) thanks
  17. How do i uv map both sides in the retopo room?
  18. I dont understand why "the following link" takes me to this thread
  19. Cheetah 3d looks awesome - shame I don't have a mac ): I will change the question How would i go about making detailed 3d grass and ground cover that i might export as a model. BtwIf i where to just paint some grass on to a Super low poly(15 tri) mesh, how would i make the grass texture in the first place.
  20. not necessarily modelling - just making. SURELY, SOMEONE knows about putting realist grass and ground cover in 3dcoat
  21. How would i go about modelling this in 3dcoat?
  22. This is what i came up with Its aright, but not really quite the same quality s the ones in my above, any ideas on improvements?
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