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stuartullman

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  1. Hi, I remember in older 3d coat versions there was an option under View that made the mesh about 50% flat, which was really useful to get an idea for the mesh/normal while at the same time paint visibly on the surface of the mesh. I'm curious if this option was moved somewhere else or axed entirely? Thanks!
  2. Symmetry doesn't do anything for me, especially considering that it's already painting symmetrically because it's mirrored UVs. We just did a test on a previous version of 3d Coat and none of these problems exist. Painting is smooth. This is only happening in 4.5.19 on seams that share the same overlapped UVs... Also, I tried exporting from 3ds max as obj and fbx with same result.
  3. Thanks for the reply I don't think it's the UVs.. I know it was a quick UV setup(the top and bottom of the sphere weren't welded), but try to paint on the UV seam overlap. I'm trying all the models I've worked on before, some of them I've worked on in previous versions of 3d coat and they were fine then, but now they're giving me this same problem. The automatic UV would fix it since it gets rid of the seam. But That's the part that's causing the problem.
  4. Here you go. https://www.sendspace.com/file/kn9985 I added a brush stroke just to show what I'm talking about. I'm using 4.5.19
  5. One more thing. The bigger the brush, the larger the pixels. Here's me painting with a brush radius of 45: http://i.imgur.com/wbN3gUI.jpg Also, I'm using per pixel scene interface like I always have with 3d coat. using 2048 textures.
  6. Sorry if this has been posted before. I know that 3d coat has had issues with UV overlays/borders and I've been ok with them for the most part. Recently our studio updated the 3d coat software, and now I'm getting this every time I paint on the UV borders: http://i.imgur.com/bUD1Nnw.jpg The sphere is mirrored and welded before importing into 3d coat. All I did was paint in the middle of the mesh and this is what I get; pixelish colors with the triangles of the mesh visible. Perhaps it's a setting that I need to check. Any advice would be great. edit: Another thing: If I paint in Texture Editor, the result is very smooth both in the texture editor and the viewport. If I paint in the viewport, it's all pixelish in both views.
  7. Just wanted to bump this up and say that I'm having this problem and don't know how to fix it. I imported the lowpoly model to do per pixel paining on it, I import the normal map, and then when I try to paint on the model on a new layer, it moves the mesh points as well. any help would be great
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