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ScrotieFlapWack

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Everything posted by ScrotieFlapWack

  1. My apologize here, I installed 3D - Coat today on Steam and it is actually 4.5 now. Awesome!!!! Although the appID thing for Steam still doesn't work properly. Steam doesn't seem to recognize I am using 3D - Coat and just keeps me as Online. Would be awesome if this was fixed, please please
  2. I do think that the 3DC dev's should upload the beta releases to Steam for us Steam users. Having to download it here and go through the process of activating your Steam version for the standalone is a nightmare plus I may be the only one but I feel running my apps through Steam is more convenient for me. Please keep releases (beta/stable) available for Steam users, please. One more thing to note as well is that whenever you load up 3DC on Steam, it just seems like Steam doesn't know you have it loaded, it doesn't say that you are in the app, only when you load it up it recognizes your using it but then it will put you back to an online status. Is this ever going to get fixed? Seems like the Steam version of 3DC has just been abandoned and isn't kept up to date anymore. I would really like to see this change and I'm sure I'm not the only one.
  3. Ahh fantastic, I will have to try this out, I haven't opened up 3DC in ages but I'll defo try out those settings and do a test export myself
  4. So 3D - Coat on Steam has been upgraded to 4.5 but I keep getting a dialog box sending me here to download the update. I can see a new 'Smart Materials' panel but none of the PBR stuff. Is this an update or is this a problem or mistake? When will we be getting the update for the new PBR texturing, it has been awhile since I have seen any update to 3D - Coat on Steam. The last update was back in May 2013!
  5. Hi Guys, So I have just been shown by a good friend the PBR stuff in 3D - Coat and good lord is it amazing. Very cool stuff! I am wondering how long will it take for us Steam users to get these sweet features?
  6. Would you guys ever consider implementing Substance support? I think it would be awesome if native Substance support came to 3D - Coat the timing would be perfect with the news of PBR on its way When would us Steam users be expecting PBR?
  7. Thanks again Carlosan. I gotta read up about retopo groups so understand things abit more clearer but you have solved my problem
  8. HOLY SHIT! CARLOSAN YOU ARE INCREDIBLE! I am SO SORRY, I wasn't fully understanding what you mean. I have two of the same UV set's now. I have two groups though in the retopo room. What you said though has worked I now have two UV set's that are the same. I need to be able to alter the lightmap UV set though. If I am able to do this then it looks like this can be done in 3D - Coat after all. Everytime I delete the first group, it deletes some faces
  9. Yes, I need to do this for lightmaps in UE4. If I don't have any lightmaps on my static meshes then I get an error of overlapping UV's because UE4 will use the first UV set (my texturing UV set) as the lightmap UV set as well. This is why I need to copy the same UV set to the same model into a different UV set, so I can then alter those UV's to be used as the lightmaps.
  10. Ok I guess I'm gonna have to leave this here and stop trying. It looks like you can do this one simple thing in 3D - Coat so I'm gonna have to try out Roadkill or something like that. Thanks for everyone's help though! EDIT: I have tried all the import options in the retopo room but it still won't work. The mesh doesn't show up in the lightmap UV set I've made this is what I get ..... http://gyazo.com/e3dc15311c76003927e1a577f2a9540e No UV islands are there, I can't even unwrap the model to get any UV islands either. @Carlosan, that's just moving the faces to another UV set. I need to copy them to another UV set.
  11. Hey Carlosan, I have tried this last night, 3D - Coat wont let me import the same mesh twice into my project. I will select my 'Lightmap' UV set in the UV Room, then I'll go to the 'Texture' menu in the toolbar and choose import UV set that doesn't work. I've also tried clone and then selected my lightmap UV set and that doesn't work either. I've also tried to copy all the faces in the retopo room and paste them into my lightmap UV set, that also didn't work. I've also tried to import my model in the retopo room into the other UV set, that didn't work. I really don't know what to do next I NEED to know how to do this otherwise I'll have to get some other program that can do this and use that (which would be a real shame). I'm developing a game and I'm working to deadlines as well. Sorry if I seem a bit rude
  12. I know what lightmaps are and how UE4 handles them. I need to know how to do them in 3D - Coat. Is it possible? Can you have one mesh with TWO UV SETS in 3D - Coat. I don't mean one mesh with multiple UV sets to texture different parts of the model. I mean one mesh with TWO UV SETS that are the exactly the same for ONE model? Please somebody tell me how to do this. It seems I can't get a straight answer from anyone. Is this possible in 3D - Coat, if yes then how? If no then that's fine, I can stop wasting my time here asking and get another modelling application which will be able to do this. I'm sorry about the capitals but it feels like nobody is actually understanding what I am talking about. This is a regular thing that artist's need to do and I am really surprised that 3D - Coat can't do this (from what I have found so far.)
  13. So here is my first UV set. For my textures. http://gyazo.com/d868278e0f9eab76b2bdce82464573c7 I want to copy this UV set into the Lightmap UV set I have added. http://gyazo.com/c46743a58aa3d78c3b152c5d0ba6a809. The clone tool in the retopo room doesnt work. All it does is copy the faces of the model. It doesn't unwrap anything for any islands to show in that UV set It looks like this guy is having the same problem as me ..... http://3d-coat.com/forum/index.php?showtopic=11715 You posted in that thread Carlosan ... i have done a model in Blender with 2 UVmaps the UVmap1 was assigned like default for render exported the OBJ, and imported it in Retopo room like uvset1 (Retopo > import) then same process... the UVmap2 was assigned like default for render exported the OBJ, and imported it in Retopo room like uvset2 BUT first i create a new uv-set Now i have the same mesh with 2 uvsets When i bake for PPP, in the paint room there is one object with 2 uvsets and 2 materials is this what you need ? hope it help This is EXACTLY what I need to do. I was wondering if you could explain though how you did this? Would I need to import my model twice but in different UV sets?
  14. This is in the UV room? Ok I got it now. It's in the retopo room. Only problem is it doesn't seem to work for me. I will select all the faces then press 'Clone' then I go to the UV set I want to clone it to and press apply and nothing happens EDIT: Ok so I have tried this a few times now and it seems that something is happening but not what I expect. I can see the edges of my model in the other UV set and when I press the button to select all faces in that UV set they appear to be there but only the edges I can't see any faces at all or the checker texture for UV'ing with. When I go back to my other UV set on the model everything appears to be there as before.
  15. I think I am missing A LOT of stuff. The Steam version isn't updated as regular as the standalone version as far as I'm aware. Please Andrew update the Steam version, I'm developing a game here and I NEED these new features
  16. For some reason I don't have 'Clone' in my menu I should mention I am using the Steam version of 3D - Coat. Is that option in the retopo room? Cos I don't see it anywhere haha
  17. Is there a way to copy UV islands into another UV set? I want to copy all of this http://gyazo.com/7b00b6e7877d933cc14dfa65be223596 Into another UV set, without moving them somewhere. I know how to move them into another UV set. I want to know how to copy them into another UV set
  18. This might be a stupid question (actually I am pretty sure it is) but in Unreal Engine 4 they have 'UV Channels', am I right in saying that UE4 'UV Channels' are the same as 3D - Coat's 'UV Sets'? They are both the same thing?
  19. So I think I have managed to find the answer to this question. UE4 needs lightmaps for static meshes. When a static mesh with one UV set is imported into the engine it uses that UV channel for textures and lightmaps, lightmap UV's can't be overlapping so the only way around this is to make a second UV set for the lightmaps. Thought I would supply the answer here for anyone else who might be using 3D - Coat and UE4
  20. So I have run into some issues with the way UV's work in 3D - Coat and how Unreal Engine 4 reads them. I've been trying to mirror certain UV islands to save on texture space but UE4 interprets those UV islands as overlapping. Is there another way to mirror UV's rather than the copy and paste method? I've already posted this issue over at the forums and people have just come back and said that due to the UV islands being on top of each other that is technically overlapping. I must be missing something haha any help would be appreciated
  21. Hey Carlosan, thanks for the advise man. I have tried selecting the UV set's. I have made a new UV set as well and still have the same problem
  22. So I have run into some issues. I don't know what I am missing. I have created a model in Silo 2, something very simple. I would like to UV it in 3D - Coat, however. When I go to mark the seams 3D - Coat isn't allowing me to select most of the edges of my model to mark the seams I don't know if it is an option I have missed, or whether there has been some slight change to the UV room since I last used 3D - Coat.
  23. Oh by the way. I've learnt more about dDo and I'm willing to do a tutorial on a workflow that works in 3D - Coat to dDo and back to 3D - Coat. I think after watching some tutorials, artmans explanation to get real looking materials makes plenty sense now I found the swatches for the material definitions a few nights ago and I tried them out (I loaded the ASE palette for them into Coat). They work really nice you can fill your UV's directly in Coat and then export your diffuse as a colour map (you can export again if you have a base diff that you wanna use for your textures) then you can import the colour map, diffuse, normal map and AO (if you have one) into dDo, I've noticed the more maps you provide dDo the better the results will be. The main 3 though would be your normal map, colour map and if you have a base diffuse, use that to. dDo automatically makes an AO from your normal map so it's up to you if you want to make an AO map in Coat or leave dDo for that. I'll do a short video of this when I'm home for anyone interested
  24. Oh yeah if this is true then that would be absolutely amazing!
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