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Distortoise

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  1. It doesn't really seem to respect symmetrical areas on a model, unless I'm doing something wrong. If I have one symmetrical cluster spanning across the middle, it will sometimes come out disproportionately in the UV. Similarly, if I have two identical clusters on opposite sides, they will look different. I actually just had the right side of a jaw bone I'm making come out looking quite nice and the otherwise identical left side was essentially folded over itself. I guess I could try doing something clever with deleting one side, mapping the other, mirroring it back, flipping clusters, etc but before I do I would like to know if there's some sort of function tucked away somewhere that i might have overlooked.
  2. Is there some sort of bezier curve functionality for the stroke tool, by the way? The only way i've found is using it like a free pen on the mesh and drawing loops around it by clicking off the mesh than dragging it across. Even with the points density turned down it kind of bugs me to try and follow a long and winding hard edge on an otherwise smooth model. Also, this reminds me that Softimage can import EPS files as curves. an 3Dcoat do something similar? It'd be neat if you could map out some sort of shape in Illustrator, save it as an EPS, like say something like this: http://i.imgur.com/78TEGQY.png And then be able to somehow drop that onto the reference mesh as strokes that fit to the mesh to then turn into polygons on the retpologized mesh. But I'm getting ahead of myself. Should get used to the program first.
  3. Let's say I have the wheel well of a car body, and it's perfectly circular (save the bit past the bottom of the car of course, which is absent). Is there any way to, say, manually map out a 20 sided semi circle for the hub and have it as perfectly uniform all the way around other than to either just really knuckle down on your by-hand accuracy or exporting the retopologized mesh to another program like Softimage for those kinds of decisive geometric shapes?
  4. Let's say I had two copies of the same model, but with two vastly different UV sets applied to each. If I had a texture designed for one model's UV set, is there a way in which 3DCoat could look at this model with this texture and then use that information to paint the second model and its UV set to look as identical as possible to the first?
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