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supermoby

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  1. Mari is a DREAM - I've tried the demo on my 12 Core Macpro (32 mb ram - w/bootcamped Windows) and it absolutely rocks. For me it worked effortlessly... True I haven't had the time to dig into it and push it to the max, but the Mari technology makes handling the big sizes easy. 8k is like 2k in Mudbox. I think Mudbox and Mari process textures in totally different ways... at least when it comes to working in the viewport with textures. I'm not that familiar with multiple 2k tiles workflow so I can't speak to it. From the people that work for DD and other places here that I was able to pick their brain, the trend is towards the big sizes... for more than the obvious reasons (higher res quality etc)... I'm guessing it's easier to keep track of four 8k maps than 16 x 2k ones... Also, I don't know if this is true (perhaps you can tell me), but you have to respect certain notation in the names for Mudbox to work with the tiles properly? Anyway, I digress... point is I will need 8k for what I'm doing and probably more than that down the line - hero shots in efx are especially challenging and I don't know if you can even have too much... hence my crazy testing Provided I get 3Dcoat - my next investment is definitely Mari. Lol - anyway, I don't want to highjack this threat with non-relevant stuff. So far I'm still trying to find a workflow in 3DCoat (with the help of Digman) where I can take advantage of the powerful retopo tools.
  2. Hey AbnRander "For feature film work, 8k might be a normal" Sorry my fault for not mentioning - Yep, that's what I'm training for. But it's not just feature film though - TV as well. Mudbox's recent decision to allow 8k is pretty evident of what the new norms are. I think the standard was set by Mari and for very good reason. It's so much easier and more forgiving to work at high res and not worry about the stretches and sometimes pixelation that can be visible at low rez. I could go down in res for tests though... but I want to keep the full res just to test things out. I like to push things especially when I'm in demo mode and considering buying the software. As Digman correctly pointed out, a lot of it was from an incorrect workflow I picked up from a DT tutorial. I had thought that the workflow would be similar to Topogun, which is where I was coming from and the alternative I was looking for. Turns out that it may get a bit more complicated in 3D Coat but also there would be other advantages as a result.... I just have to weight things. So far I'm starting to really like the program - Mainly because of Digman's showing me what's what...
  3. They can be, agreed... but I was going for a full UV set. Would not mind using tiles though but would like to learn this workflow first. I know Mudbox is built on the many 2k UV tile principle. But even they had to admit that this was limited and users were asking for more. Actually to be totally honest, I'd go with the Ptex workflow if I could and bypass all this UV madness.
  4. "I think the frequency of people not having problems with the bake means that it's something else. Some step, somewhere..." That's why I'm here, to figure it out. Last night Digman had the kind courtesy to give me a crash course in 3D coat and inform me on many issues I was unclear on in regards to 3D Coat "One thing I noticed right off the bat (other than the crazy high resolution of the texture map) is that you have given no path or filename to any textures." Crazy high resolution? Actually it's pretty normal for any animation and effects work. Unless you do games, 2k maps are obsolete... 4k are economical - and 8k are the norms. The displacement map is clearly there (you can see in video). It doesn't get added. According to the Obj format, the mtl should contain all file links including displacement. Even after about 3 hours, with Digman guiding me, I was not able to output a proper mtl file that contains textures. This was from the Retopo room AND with another workflow by bringing the object into the Voxel room, Retopo and then baking to Paint. Have you outputed from the retopo rooms baked maps for the obj and you have the links inside the mtl? If so, could you please share your workflow. For example, in your screenshot I see you have the Temp file obj selected.... which would mean a temp mtl file, would it not?
  5. Thank you very much - I have pm you back with info. I have no idea why going to the paint room gets everything messed up.
  6. @AbnRanger - Thanks for trying to help me. I did as you suggested. My workflow was as follows: 1) I have retopoed the geometry 2) I have created seams and unwrapped 3) I have created UV sets and distributed parts among them - I have just 2: "body" and "rest" 4) From this point on you can see in the included video how the different things I tried played out. I'm probably not understanding something correctly but I can't figure out what. Updated: I have seen some people say that obj has problems with multiple UV set. However, for me, FBX with multiple UV sets crashes the program. GOAL: Get the retopo with the multiple UV sets and multiple displacement maps into Mudbox and continue doing what I have to do. Seeing that obj and fbx are the only common formats between 3dCoat and Mudbox, how can I solve my dilema? Thank you PS: Not familiar with tiles - would that work better in a 3d Coat > Mudbox scenario? Need very high res. PPS: Watched hours of tutorials but could not find this workflow from Retopo room with multiple UVs... Always by going to Paint room etc...
  7. Hi - As far as I know and tested, Xnormal does not support multiple UV sets. There also seems to be a problem with exporting multiple UV obj or fbx from 3D Coat. The obj has superimposed UVs in one set and FBX just crashes no matter what version of 3D Coat I use. See above.... Thank you - I'm watching the tutorial as I write this.
  8. Hello Digman & thanks for trying to help out. The latest - 4.1 - It's the demo versio I dl a few days ago - Win 7- 64. "I have no problems exporting multiple uv sets with displacement maps from the retopo room using the bake texture function under the retopo menu or just exporting the uv multiple sets using the export function. In the preferences menu be sure to select "Treat retopo groups as objects" If you use the bake texture feature under the retopo menu be sure to first export your model with the uv sets then choose that model to bake the displacement maps to." It does not work for me unfortunately. I finally got it to bake the multiple maps by using your suggestion of "choose that model to bake the displacement maps to"... BUT the problem is that while the maps for each UV set gets baked to a map, they don't get added as refference in the mtl file... On top of that, when I open the obj in Mudbox (my destination) I have the superimposed UVs again.... instead of the 2 UV sets. I've tried an fbx but that crashes both the GL and DX versions of 3D Coat. For some strange reason it probably doesn't like multiple uv sets. I say this because ealier on in the process I was able to save fbx just fine - before I split them up in multiple sets. Is there a way to upload screen shots - I can't seem to figure it out. Thank you -
  9. Thank you for trying to help me. I watched both video but it does not seem to address my issue specifically. Will rewatch again to make sure I have not missed anything. "Above the upper left hand corner of the viewport there is a drop down menu option to make a new uv set. Do that, and then move the desired uv islands (a.k.a "shells") to the new uv set that you have created. That way they will not all be superimposed upon each other. You can do this the same way in either the Retopo room or the UV room. Make sure to click on the "Apply UV" button when you are done." I did that. I know how to create and move UVs between sets. Problem was only when baking out. It bakes one map only with the 2 sets superimpossed. So to be clear, creating uvs is not the problem, just baking out the multiple maps for each set from Retopo room. "You can do this the same way in either the Retopo room or the UV room." My UV room is empty... I only worked in Retopo room. Can I move between Retopo and UV room without Paint? "Make sure to click on the "Apply UV" button when you are done." For the life of me I cannot find such a button in the Retopo room. It exisits in the emtpy UV room and it keeps giving me an error that I must press unwrap before proceeding - which I do but it doesn't fix anything. "Also, you can merge to the Paint Room and then just export your model without any of the maps and the UVs you created will remain intact for baking operations in an external app like Xnormal." If I merge to the paint room I get artifacts as noted.
  10. Hi, I'm coming from Topogun and I have found 3DCoat retopo room to be heaven sent. I've pretty much found all the info I needed on these forums but one thing still eludes me and unfortunately it is a make or break thing because it's the last link in the chain - without it all my work is worthless. I'm here to ask any expert for advice on the following: I have broken down my retopo object into several uv sets. How do I export (from Retopo room, NOT paint) the maps for these uv sets... So far I get overlapped maps on one map. In other words my 3 displacement maps are superimposed into one. Now for the question of why I don't take my object to the Paint room... because I could not find one single way, after literally dozens of tries based on the 3DCoat tutorials and docs to get it into the Paint room without artifacts. Thank you all so much.
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