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arumiat

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Posts posted by arumiat

  1. A little follow up for you Linux pros if I may.. I extracted the 3Dcoat folder from my Desktop initially, and noticed it created a bunch of folders in the root of my Documents folder for instance.

    How do you all go about installing it to keep the install clean and not add things in potentially unwanted places?

  2. Hi all!

    I have 'a' mesh with multiple subobjects / subtools / submeshes. 

    I made use of zremesher for creating a low topology mesh.

    I then used UV master to unwrap it in Zbrush.

    For some reason two of the submeshes would not unwrap. 

    I would like to use 3DCs UV tools to manually UV & unwrap these two submeshes whilst maintaining the other UVs.

    I've tried a bunch of import options, but the mesh won't even import to the sculpt room (shows up as 0 polys, - imports to Blender fine).

     

    Any help greatly appreciated.

  3. In a recent print I tried out the 3DC joint creation tool to see if I was able to use it to connect pieces of my print together. I've attached some pics of the kind of joints I tried as this was the first time.

    The prints were done in nylon12 on an industrial printer by a bureau. Unfortunately none of the joints have any friction in them, if trying to attach the pieces they just fall off.

    I wonder if the print quality is too fine, - the joint tool is made for a lower print resolution (which will increase friction perhaps?)

    Would be great to get some tips if anyone has used the joint tool successfully.

     

    IMG_20181117_091237.thumb.jpg.cc68e532a010e34bd9c2b18dc39035c6.jpg

     

    IMG_20181117_091301.thumb.jpg.c729d5707a6de8afee6477a3650cc8bc.jpg

     

  4. So as a followup to this/ maintaining scale question (and I'm leaving this here as much for my own future reference as for anyone else)

    - if you import a model into 3Dcoat and want to maintain the export size & position & rotation the same as the imported model, you need to set the size and position and rotation of the model before applying, and then click the popup about maintaining export scale

    - any transformations after this point will affect the eventually exported model, so don't do it

  5. Weirdly the baked mesh wouldn't come into the paint room for me, but actually I've managed to achieve the ability to do what I want to do by using the 'Show poly paint objects in the sculpt room' option and then ghosting the sculpt object and using pick and act option. Although still makes things more difficult than having a baked mesh in there as lose some visibility of the mesh I'm trying to sculpt the shells on. Here was the issue

     

  6. No I did not. How do you do that?

    But will that fix the difference between Unity and 3DC?

    Will give it a go now or try think of some other workaround.

    -------------

    Additionally is there a way to set real world scale in 3DC? Then I can skip Blender from the whole process...

  7. This is based off the back of another thread.

    Quick bit of background, I have a photogrammetry model that I'm displaying in Unity. I need to use the vox layer tool to create smaller shells of the model to sit tightly on top of the original model in Unity.

    I so far have taken the original .obj model and scaled it properly and setup it's origin correctly in Blender using real world units. Exported as .fbx.

    This fbx I put into Unity and am using with the original maps in the final project.

    Now I want to use this same model to create my shells in 3DC. I've brought this .fbx into the paint room for microvertex painting (no option to maintain original scale is shown at this time) in order to be able to bake all the info into a single model for the sculpt room to be able to create accurate shells. I import the maps, and then have exported this all together as a high res model with all the information baked into it using the export menu (to use as my reference in the sculpt room to make my shells)

    I open a new 3DC project and import my  microvertex baked model for Vertex Painting / Big Reference and this works good (aside from it is very large), - my painted model with the normal and displacement map comes into the sculpt room.

    The problem is, if I try create a shell using this model and the vox layer tool and take that shell into Unity, the shell does not match up in scale to the .fbx that I originally imported into Unity. How can I maintain consistency between the two programs in terms of the scale and positioning of the models?

    I tried a few different things like scaling down and not scaling down when importing into the sculpt room (it is imported at a much larger size to the sculpt room), and some different import settings (like making the resolution of the mesh higher for vertex painting) but so far no luck.

    Would be great to hear if anyone has any tips, feel like I'm missing something key.

     

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