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Hammers

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Posts posted by Hammers

  1. My gizmo seems to appear disappear fairly randomly and I can't figure out how to get it back when it's gone... any ideas?

    Also sometimes the preview option panel controls just don't do anything...

    Not sure if the mac version is less tested than the windows one, but I have so many little random intermittent problems I find it quite frustrating, and I don't usually have time to test and put together bug reports... Makes learning quite tricky :(

  2. Thanks for the suggestions. I'm still going round in circles a bit, but gradually figuring out the relations between rooms. Javis' video doesn't really mention building/editing retopo meshes based on sculpts, but ah well. Learning stuff is good.

     

  3. Further to this, I've now managed to bake the hair, and have unwrapped the head UVs in Retopo room and moved them to their own UV set. My understanding is this corresponds with the Surface Material.

    But I still can't figure out how to get the retopo mesh converted into a paint object, other that the already existing one for the hair. Going round in circles, please excuse all my questions :huh:

    EDIT: I found a way, only by baking both objects at once, which shouldn't be necessary, since it leaves less room for finessing bake settings. Does anyone know a way to successfully bake from Retopo->new Paint object when a different one already exists?

    59fd91d6982f7_ScreenShot2017-11-04at8_05_48pm.thumb.png.f4e6693c8fe870fe2cbddc082d295057.png

  4. Working on a retopo->bake project. I autopo'd to get my medium poly mesh. I was working on the UV seams when I discovered a hole in the mesh. I went to the Retopo room, repaired the mesh, but the changes weren't propagated to the UV room.

    So I thought I would try doing the unwrapping in the retopo room, after I discovered I needed to click mark-seams to reveal the UV tools.

    After baking, I found that the bake was based on my partially made UV room UVs rather than the updated retopo room mesh.

    Anyone suggest how best to handle this and similar situations? 

    Thanks!

  5. A lot of my confusion in learning 3D coat is exacerbated because I haven't really cracked how the different data types work together in the program.

    For example, until today, I've assumed that retopo mesh is the same even if you switch to the UV room, but that doesn't seem to be the case. If I tweak the mesh in the Tweak room, it updates in the UV room, but not the retopo room (where I would normally rebake a texture for example.)

    This is just one of many confusions I've had lately. I think it would be great to have some really clear documentation or flowcharts showing how everything interrelates, for noobs like me. How do UV sets, tiles, retopo objects, paint objects, surface materials etc. link together. What bakes to what, and why? I know the manual explains the basics, but seeing a clearly structured overview would probably help me.

    Thanks!

  6. On 29/09/2017 at 6:23 PM, Michaelgdrs said:

    Just had to share this!!!!

    AMAZING WORK ON 3D MODELLING with PRIMITIVES from the DEV team.

     

    Thank you so much for adding those.

     

    1) Primitives

    2) Select vertices

    3)Transform 

    4) Split 

    5) DONE

     

    Then retopo to sculpt , do your sculpt details and bake 2 in 1 .

    This was made in around  10 minutes , 15 MAX  , faster 3d modeller EVER USED SO FAR.

     

    Note to new users : DEFINITELY GO IN TO THIS PATH , it takes a bit of time to get used to it but once you get the hang of it IT ROCKS

    @Michaelgdrs

    This looks cool, but I don't understand how you did it. So you're making objects in the retopo room then baking them somehow to the sculpt room? I haven't been able to figure that out, if that is what you're doing here.

    • Like 1
  7. Strip voxel sculpting stops working after changing strip alpha.

    Been messing with strips in voxel room today, using airbrush/build/extrude. I found that after changing the strip alpha around 3 times the tool would stop sculpting. If I change then, say airbrush to build then back again, the tool would function correctly again.

    Mac 10.12.6, v4.8.03

    EDIT: Just tried in surface mode with General Clay LC mode. Same issue between one and three strip changes and tool stops working. Switch tool and back again, all good. Perhaps this is more widespread—I'll keep an eye out and report back if it happens in other circumstances.

    EDIT2: Tried paint room with brush tool and strips, same thing. Switch to pencil and back -> correct behaviour.

  8. On 26/7/2017 at 7:17 AM, AbnRanger said:

    Is there any way the Blender Applink could finally import texture maps into Blender, perhaps using the new Principle Shader? It was my understanding that Cycles materials setup made it difficult to do so, before. In the 3ds Max Applink, I can pre-select a render, such as Mental Ray/iRay and when sending the model from 3D Coat to Max, all the material nodes would be all setup to render in that render engine. Wish this could work in a similar fashion, inside Blender.

    I've just been thinking the same thing. At least the principled shader makes everything much easier to set up.

  9. I'm having trouble getting this to work. Using Edu version of 2016, plugin shows in plugin manager but gives me:

    --------------------------------
    // Error: line 1: ApplinkError: file /Users/Stephen/Library/Preferences/Autodesk/maya/2016/plug-ins/3dc_applink.py line 57: Registration failed for <coatExport> command. // 
    // Warning: line 1: Failed to call script initialize function // 
    // Error: line 1:  (3dc_applink) // 
    

    I'm on OSX10.9.5 btw

  10. Just a follow up note on that, the autosmooth left at 180º just picked up the sharp edges, and seemed more discriminating than the edge split mod. This actually helped me find a couple of bad internal faces that were causing shading problems. I tried exporting fbx without the modifier, and the edges came through without a hitch. I set the export  to smooth 'normals only', not sure if that matters or not. Anyway, I think I'll be using autosmooth a lot more from now on :)

    • Like 1
  11. Thanks for the ideas guys! The obj from B to 3dc was ok if I applied the edge split modifier, but that messed up the topology and I couldn't delete those edges in the UVs. But with .fbx from Blender I inadvertently left "apply modifiers" on, yet it still worked! So I think your last suggestion seems the most sensible Carlosan. :)

     

    @Daniel. I'd never seen that Autosmooth normals option before. Thanks for sharing that too!

  12. Hi all,

     

    I've seen elsewhere that 3D-coat respects smoothing groups. I've been trying to get an .obj from Blender into 3D coat today, but have had not luck as far as the smoothing groups go.

     

    Of course in Blender, smoothing groups are set with  edge sharpness, but the obj exporter converts these to SGs allegedly.

     

    As I'm typing this I thought to try an .fbx import, and that seems to work OK!

     

    So presumably there is either a problem with Blender's .obj export, or 3Dcoat's .obj import.

     

    For reference here are some images: my model in Blender, my export settings, and the model in 3D coat (obj). Posting my .obj here too in case it warrants investigating.

     

    Cheers!

     

    post-37883-0-77795600-1442996773_thumb.ppost-37883-0-19901800-1442996763_thumb.ppost-37883-0-10487300-1442996768_thumb.p

     

    RockingHorseModelMerged&Smoothed.obj

  13. @arumiat Not sure if this will help, but I just had a similar challenge getting from 3Dcoat to SP.

     

    My process was

     

    1. Model in Blender (low poly, 5 objects)

    2. Export .obj to 3dcoat for UV mapping. All objects on same UV set

    3. Export .obj again to Substance - this gave me the 'one material' issue

    4. Opened the .obj in Blender again, and add a separate default material to each object (naming them, head, eyes, hair etc.)

    4. Open obj in Substance et voilá. Objects separated by material (as 'texture sets') ready for painting, and allowing for isolating parts. The obects still share the UV space as expected.

     

    Hope this gets you a bit further :)

    • Like 1
  14. Just thought I'd start my own thread for clarity.

     

    I've done a sculpt, which has been retopoed and unwrapped, but when I try to bake it to ppp, I get a 'blank' normal map and the retopo geometry doesn't go across.

     

    As a stopgap I tried exporting my hi poly sculpt to Blender, but the export also fails. I get a lot of vertices all at the same point in space.

     

    Here is my file. I'm just trying to paint the horns.

     

    Thanks in advance.

     

    https://www.dropbox....sRetopo.3b?dl=0

  15. I just had the same issue OS X 2.4RC1 sculpted, retopoed, then try to bake nm for ppp and I get paint object/retopo object, but no actual retopo geometry or proper baked normal maps in paint room. Also I've tried exporting the hi poly sculpt as an obj to Blender. It exports ok, but as far as I can tell, just gives me 300k vertices all in the same place, dimension 0,0,0 ... hm

     

    I sent my file to support. I'll post it here too once it gets to my dropbox.

     

    Here it is:

     

    https://www.dropbox.com/s/50esg7wx5wh5o32/HornsRetopo.3b?dl=0

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