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Ghastly

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Everything posted by Ghastly

  1. Ha! That was it. I thought I had the default shader applied but i was mistaken. Thanks!
  2. No, that's how it's looking when I export of TS,Low Poly Mesh. It comes out looking the same as a World Space map. I think it's something that's happening when I'm baking the normal map.
  3. This is what my normal maps used to look like.
  4. I don't know what's going on but somehow I've managed to mess up the way 3D coat calculates and exports the normal maps for Daz. My Low Poly normals look exactly like my World Space normals. Any idea what I've done wrong?
  5. Woohoo! Thanks! That's just what the doctor ordered.
  6. I really miss a lot of the old shaders we've lost with each update of 3D Coat and now we just seem to have 100 different wax shaders and not much else. Is there either a way to convert lost shaders to work with 4.7.06 or is there a place where we can get shaders for 4.7.06? I've tried searching google but it just keeps taking me to shaders that are no longer compatible with 3D Coat.
  7. These are the UV and Wires. I'm using Maya normals because I'm rendering in Daz Studio.
  8. When I apply symmetry to a mesh and bake it with the normal maps the diffuse map always looks good when applied to the mesh in Daz Studio but the normal map sometimes has this sort of wavy sine wave thing going down the centre seam. Any idea what is causing this? The normal maps bake fine on non-symmetrical meshes.
  9. Also were there improvements made to auto-topo in 4.7? It seems like auto-topo is producing much better results than the previous version. And cloth sim seems to be improved too. Or maybe I'm just becoming better at using it.
  10. Okee dokee. At least I know it's not something I'm doing that's messing things up. Thanks!
  11. Are the older 3D Coat shaders compatible with v4.7? It seems every time I've updated since 4.0 I end up losing more and more shaders.
  12. What you can also do is autopo with a very high resolution then delete edge loops until you get the model down to a lower polygon version. Just don't forget to remove the N-gons when you're finished.
  13. Is 4.7 incompatible with the previous versions shaders? I've copied the shaders from my old custom folder to the new one but they don't show up in the shader tab. The only shaders are the ones that installed with 4.7
  14. Is the e-panel what the space bar box that comes up with all the commands is called? I always called it the hotbox. Everytime I go for the muscle tool I always overshoot and end up closing it. Very frustrating.
  15. Is there a way to change the tolerance for the mouseover on the hotbox? It's a little frustrating when I try to select tools on the edge of the hotbox and overshoot it by a pixel and end up closing the hotbox. Can I set a padding for the hotbox, say 50 pixels or so and if I stray more than 50 pixels away from the hotbox it closes?
  16. I'm unwrapping a model and the UV map that shows up when I mouse-over the model looks perfect and is what I want, but when it comes time to actually unwrap the model what I get is something totally different. How do I get the UV to unwrap the way it is in the mouse-over preview? Edit: Solved it. It turns out the Mouse-Over shows the Global Uniform UV map which isn't the default unwrap. Select the islands and the select To GU and you will get the same UV map that the preview shows.
  17. So it's not able to perform that function in the UV room, only in the Retopo room? That's unfortunate.
  18. I'm making an alternate UV map for a model how do I apply symmetry to a UV map in the UV room the way Apply Symmetry does in the retopo room (ie. overlapped symmetrical islands to optimize texture maps). I can't do it in the retopo room because Retopo breaks the geometry so the UV maps are no longer compatible. I don't see an Apply Symmetry function in the UV room.
  19. It's still not working. Basically I want to take a Daz Genesis figure and make it conform to another figure I've sculpted but importing the figure into retopo room breaks the geometry and I get a "Geometry Does Not Match" error when I try to load it as a morph. But I found a really weird work around. Export the genesis figure. Import the genesis figure to retopo room then export it again (I named it RR-Genesis). Make modifications to the mesh as needed then export the retopo mesh. In Daz Studio load Genesis figure, import the RR-Genesis figure. Use transfer utility from Genesis to RR-Genesis. Now I have a rigged Retopo Room compatible Genesis. Load the retopo room modified morph to the RR-Genesis. Now the RR-Genesis figure will have the morph because the vertex order is the same. Now Import that pristine Genesis mesh and use the transfer utility to fit it to the RR-Genesis. When I apply the retopo room morph RR Genesis it gets applied to the Genesis figure. Apply morph, hide RR-Genesis and export the morphed Genesis figure. Load Genesis into the scene, and use morph loader to load the exported morph Genesis figure and now I have the retopo room created morph on the Genesis figure.
  20. Yeah the vertexes order are changed when the obj is exported from the retopo room so the software can't load the new obj as a morph. I've made morphs in the tweak room (works wonderfully for that) but there's no snapping in there so I can't shrink wrap it to a sculpt unfortunately.
  21. Is there a way I can use the retopo room without breaking the geometry of a figure? I want to create a morph for a figure by shrink wrapping it to a sculpt and while the shrink wrap works the retopo room seems to break the geometry of the model so the morph doesn't work. Is there a room that has snap to surface in it that won't break the geometry, or is there a setting in the retopo room to preserve geometry?
  22. I found the problem. I had forgotten I had painted a hair model earlier in this file and then deleted it but didn't delete it's mesh from the UV room. For some reason the Retopo room was treating the UV room mesh like it was part of the sculpt. deleted it and everything is working fine now.
  23. Yup there's definitely something invisible there that the quads are snapping to. It's like a larger version of the sculpt I'm trying to retopo. It only appears in this area of the model though,
  24. It's like there's something physically there that not only does the applied quads snap to but it also blocks things like the select tool and I have to rotate around it in order to be able to select vertexes.
  25. I'm using the Quad tool, and the Add tool. Basically it's the area around the back and top of the shoulders where the polygons won't snap to the mesh when I lay them down.
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