Jump to content
3DCoat Forums

grocer

Member
  • Posts

    16
  • Joined

  • Last visited

grocer's Achievements

Newbie

Newbie (1/11)

0

Reputation

  1. it seems that I'd better not use that "3ds-max, LW" option...
  2. hi I'm a little bit confused with 3dcoat normal painting. If I take that bump map and use Ndo to generate a normal map, I got this that render nice in max + vray: with 3d coat, i got this or this (2nd has depth= 100%) and rendering like this: What am I doing wrong? how can I achieve the nice result of Ndo?
  3. ok, forget about y and y swapping option, i've understood this has nothing to do with normal map direction!
  4. hi, normal maps seems inverted when loaded in 3ds max + vray i've tried the swap x and y option when exporting, but I don't see any difference. the saved maps are identical whatever the checked option. what do you thinck about that? here's what I see in 3d coat: and here's the normal map I always get:
  5. thank for your answer. i can't really play with the uv because I need them for the existing normal maps. but I've tried something by breaking a, island in two parts, without moving them. It doesn't work. the only way i found is to import in retopo room, then to set new uv and move one by one the blok in each uv set before to merge patch per pixel...
  6. i've made a scene of wall and rocks in max with diffent object build in 3D Coat with normalmap only. I've around 8 differents block that I've multiplied to get a wall. now, I d'like to get the wall back to 3ds coat in order to paint diffuse etc... the trouble is that when I import my models, 3d coat instances all the copy together. it means when I paint on a stone, it paints the same thingon all copy of that stone! the only way i've found is to save each stone separately, to import them separately in 3dcoat, And if you want to have your normal maps loaded, you have to import them manually for each stone (because when merging it detects that the map is already loaded and doesn't import them). any idea? any script? (I cant even get the applink work to help me!!)
  7. Bonjour, une remarque: "extruder", c'est aussi un mot tout à fait français (latin extrudere, "pousser dehors") . Pas la peine de traduire "extrude" par "monter", mot qui ne traduit d'ailleurs pas bien du tout ce qui se passe quand on extrude. bon courage.
  8. how to get rid of that "function for undefined" with max 2012 ( line "t=(findString a "Documents")+9" ??)
  9. yes!!! I create a new UV set, I select all faces then I move them on the new set using the neighbouring field... thanks a lot! you save my day!
  10. this probably comes from your bitmap input gamma in max, it has to be set to 2.2 (I assume your working with 2.2 general gamma), exept for normal map! you have to reload your normal map one by one overidding the gamma to 1. or you can use a color correct map set to gamma 0.454 and instance it to all your normal maps
  11. Hi I'm buildings several stones in the same scene, and I've a problem when uvmapping because all uv map are together on the same map. The only way to avoid this seems deleting the objects i don't want to see on the uvmap before to merge into the paint room. but this mean I have to rebuild them later. is there an other way?
  12. fine, it works! ( that was a newbe question! )
  13. weird thing, if I import the exported file (opening an other instance of 3dcoat), the diffuse map displays fine, but those ugly seams appears, loocking like smoothing groups applied on it.
  14. thanks for your quick answers, but I've deleted my file already... the new attempt works better, but I'll never know why... By the way, I've an other question... i'm painting a rock, everything work fine except It doesn't display the diffuse map I'm painting. it only show in the Texture Editor (and in the exported maps)...
×
×
  • Create New...