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lildragon

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Everything posted by lildragon

  1. Hiya quick question, is there a way to preserve uv's in the retopo room? I have an LOD created and would love to relax this over the reference mesh so I don't have to make clean looking loops and such manually. All other 3d apps I tried kills the UV's like doing any form of relax. thx!
  2. Thank you!! I was starting to go nutty, even though I have lazy nezumi I wanted something built in... many thanks!
  3. Thx guys, not quite what I was looking for but I did gain some new knowledge. I'll just stick to Maya for certain operations like this.
  4. Hmm same deal from any camera view, it shoots towards the camera. Thanks for the suggestion though. Unfortunately not a very functional command if they're no options with how you extrude... for instance, there's no option to extrude with disconnected faces, not that I need it but yeah.
  5. Hi I was curious, is there a way to use the Extrude command in the retopo room to extrude locally or along normals? Say for instance I have a circle of edges selected and I extrude, right now it appears to be trying to extrude in 3D space which I don't want, I would like the ring to extrude locally inwards... is this possible in 3dc? thx
  6. Question.. are you exporting but choosing "Export Selected"? if the mesh isn't selected it'll still export but a empty file... If you did choose that, just use "Export" in the Retopo menu.
  7. Hiya guys, I haven't used 3Dcoat in some months as you can tell by my original post, but I've recently tested out the new 4.5 version for this particular section again (retopology) as I have an extremely complex mesh I'm currently working on retopo'ing and noticed something with my previous complaints... Maybe it's just me, but they appear to been have addressed? I'm pushing the mesh around with intentions to 'break' it like before and I'm very happy to see it's working extremely well, the retopo mesh is actually is staying above the surface. If this is in fact a fix made I'll be very very happy Can any vets confirm? thx
  8. Appreciate the time spent on this, I'll definitely give these settings a test and report my findings when I do!
  9. Awesome thx, yeah sorry I'm using surface mode. But thx much for those vids! Cheers
  10. Hiya guys, have a couple issues/questions with manual retopology First - Is it me or doesn't the "snap" function not work? I click, click, but nothing happens with the mesh, maybe I'm doing something incorrectly? Second - Have any of you ever have you low poly mesh vertices 'trapped' under the reference mesh? I would then have to go to odd angles to try and bring it to the surface. Retopo in 3dc is sweet, but these two things make me scratch my head.
  11. I just wanted to say this - As a newly established Full-time Freelance character artist, 3Dcoat has saved me countless hours and I look forward to showing you all the work I've done since using it. From the incredible retopo tools (smart auto UV is a blessing) To the paint tools, it's successfully reduce my need for additional 3rd party apps. When the sculpting reaches Zbrush 'quality', I would barely need to leave this amazing software. Andrew and crew, hats off to you, please continue to improve this amazing tool. Just wanted to touch base here since I've been absent from the forums the last few months due to workload. ~t
  12. Hey polyxo, what I was getting at was in any other application where you import an .obj, it's simply that an import of a raw mesh without any sort of manipulation. It was a bit confusing for me dealing with voxel/surface mode with importing. I usually have separate meshes group together on export, and digman explained how 3DC interprets this. cheers
  13. Ok thx guys, Digman I think that's the part that's been tripping me up... It's just different from other standard implementations
  14. Hiya, is it possible to import a straight .obj without the fluff? I've been getting by by importing an existing obj in the voxel room by using [import mesh for voxelizing] and then turning off "Merge without voxelizing" off in the options. I would like a very simple import obj without merging et.c.. I'm a simple guy sometimes I just need a 1...2.. step when working Is merging/booleans the way the 3DC works with every mesh? It's honestly a tad frustrating for me to import an external obj only to be met with the lovely boolean fail error thx for any answers!
  15. Ok that's cool, I'll have to get used to this then. Just a Zbrush habit that will be hard to break
  16. ^Subject... I can't seem to find a way to do it . Reason being I usually like to work with very low poly meshes to begin and sometimes I push/pull verts around at this level, but it's proving difficult with just wireframe visible. Any thoughts would be appreciated. thx! ~t
  17. Figured it out in case anyone is scratching their heads... When you import externally it creates a separate UV-Set for the mesh. You have to select the correct UVSet from the top bar and move it back into the main UV-Set if this is what you want... Phew! ~t
  18. HIya, I have a retopo mesh created in 3DC and exported it for a quick adjustment in Max but for some reason when I reimport as a retopo mesh it goes into xray mode and I can't select any unless I click "select all faces in this layer" Even the UV's are showing up until I do that. Any ideas on what's happening here? Thx!
  19. Hiya, is there a way to turn on symmetry only for one group? Not creation but mirror mode... right now turning on symmetry overwrites the symmetry on the other groups. thx
  20. Hi this is an old topic, but I wanted to know if there's a solution to this? I'm in the same boat... working on a thin surface and the xray mode is making it difficult to tell which side is which. Is there a way to toggle this off? thx
  21. Duh nevermind I got it... "Name" Correspondence. Says it right in the name >_<. You have to make sure the Retopo groups are named appropriately to the Voxtree counterpart. Still it dumps every layer into the paint room layers? It's also a bit confusing that I can also view the Normal mapped object in the Retopo room.
  22. Ah cruddy, the vid is dead [edit] found the option in the Retopo dropdown, but I'm getting a black screen http://3d-coat.com/mantis/print_bug_page.php?bug_id=485
  23. HIya, so I'm currently retopo'ing a complex asset which has numerous layers in the voxtree, I love the feature where you can preview your normals as you go (Merge with NM) problem is when I do this it appears to bake each individual layer separately? Which definitely doesn't look good in the paint room. Is there an option to help with this? thx! ~t
  24. Ok gotcha, but this unfortunately breaks workflow considerably The tools are powerful no doubt, but the flexibility of returning to your Voxel room sculpt will be rendered moot since this way is a very final. Art Directors, clients and such can be known for wide sweeping changes even if the sculpt was stamped as 'final'. Can you imagine going this route to be then told adjustments need to be made to the final sculpt? I might be ok with working around this since I'm testing the viability of 3DC in a production environment, but my colleagues... not so much :\ This is really unfortunate since I know it'll be awhile yet until Andrew gets to sculpting layers in the voxel room, but imho it should take precedence over most things considering a lot of the program is very functional. Don't get me wrong I can understand the difficulty of adding sculpting layers to a dynamic tessellated environment, but it really is a must. Like I mentioned earlier, even a way to 'morph' back to your original would suffice for now.
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