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MartianGirl

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Everything posted by MartianGirl

  1. Hi Sergyi, Thank you for the quick response. I did as you advised and unfortunately, it still freezes and I get the spinning beachball of doom and have to force quit.:( I retopo the same way I always have done in the previous version, I can't figure out why it's doing this.
  2. Hi Carlosan, Thank you for the quick response. I downloaded version mac os big sur 2021.09 and have just tested it out, it seemed fine then out of nowhere it freezes, I have to force quit.:(
  3. BUILD: 2021.02 OS: MacOS Catalina 10.15.7 HARDWARE: (If applicable) iMac (21.5-inch, Late 2013) 2.7 GHz Quad-Core Intel Core i5 16 GB 1600 MHz DDR3 BUG DESCRIPTION: I've just purchased the update to fix another bug in 3DCoat. In this new version of 3D Coat it freezes in retopo mode. The retop'ing runs fine with no lag and then every so often (quite regularly) it just hangs and starts to beachball and I have to force quit (it can take a long time to quit even after selecting force quit). It runs fine apart from that but what should take a couple of hours is taking days and it didn't happen in the previous build. STEPS TO REPRODUCE: All I do is use the oints to polygon tool, move the model around (The high poly model has been decimated and is easy to maneuver with no lagging at all ) and I save every now and again but 3d coat just freezes and I have to force quit. I have yet to be able to successfully reotopo a model in this new version, obviously, I find this very frustrating. Is anyone else having this issue?
  4. So what I did was export it from the render room and it seemed to be fine. I am obviously not fully understanding 3dcoat properly, but I shall persevere. Thank you to everyone who advised me.:)
  5. I exported as an fbx for my boss's purposes and I still have the same problem. I tried to export as an obj afterwards and it doesn't give me the option to choose obj. I am not sure what I am doing wrong.
  6. Hi Sprayer, Yes, I was going to test it again, ahh, good idea, I will test that export in an earlier version.I was just hanging around to see any replies in case I am doing something ridiculously obviously wrong.:) Thank you for your reply. I will try now.
  7. hi Carlosan, Thank you,I have watched this video but it doesn't help me. I need to export multiple uv maps for one character, Is there a way to do this?
  8. The first screengrab is what ends up in sub painter. Then 3rd screengrab is the UV sets that I want to be exported out.
  9. Hi Carlosan, Thank you, but this video does not help me. I just upgraded to the new 2021 version of 3dcoat . I am in the uv room, I have 4 uv sets that I want to export out. Every time I try and export them out and take in sub painter, it shows lots of layers but only one uv set shows up. I have attached a screen grab to show what I mean.
  10. Hi Carlosan, Thank you, I will look again at this one and see if I have missed something.:)
  11. Hi, Still a newbie to 3dcoat, sorry in advance if this is in the wrong place to post this question. I have a few questions, I am not sure if my workflow is correct. What I normally do is take a decimated version of my high res sculpt into 3DCoat as a reference mesh, then I retopo it, I do the uvs from the retopo room and export out as an obj. Normally that has been working fine. I recently had some issues as the obj wasn't working for me with something else so I had to change the export to fbx to go into my other programme. My issue is that I have one model and I need 4 uv maps, which I created and named. so i exported out the retoped model as an fbx but when I took it into sub painter (version 1.71) the uv maps were broken up into lots of different parts.... Could someone point me in the right direction with the uving, I have watched multiple tutorials but still can't see the answer I need. Am I missing a step in the process with uving? Thank you in advance.
  12. Thank you Carlosan, that is very kind of you. I have pm'd you.
  13. Ahhh, thanks Carlosan I am re fiddling with the uv set and will try again. Thanks so much for the speedy replies.
  14. Hi Carlosan, Thanks for replying, I can't find that anymore? I am in the retopo room and I am in mark seams but I can't find the apply uv set option.
  15. Hi again everyone, So sorry to keep posting my newbie questions. I have been scouring the forums for answers,but can't seem to find the answer I need. I have been testing the baking, even though I have followed the amazing advice from Abranger and lots of videos on you tube, I can't seem to make it work. I am clearly missing a step somewhere. I have my High Poly model and my Low Poly retopo all named and on layers. The Uv seams all done, the uvs packed the way I need them. I have to bake parts separately. After baking a part, I go to the paint room and there is nothing in the texture editor. I turn off the vox tree and there is no lowpoly model with any baked goodies on it. Am, I missing a simple step? All help, very much appreciated.
  16. Hi, I have been looking around for an answer on the forums, but can't seem to find what I am looking for. I have my Hp model and my Lp model in the retopo room. I have sorted the seems and I am trying to organise the Hp models layers in the vox tree to align up with my layers on my retopo model so I can then try out baking. I have grouped things together on my retopo layers and named them: Lp Body (etc) my body on that layer consists of several retopo objects. I need to get the layers in the vox tree layer to correspond. I have tried my renaming a layer, then finding the next layer that needs to be in there by merging/move to, however sometimes it has said boolean failed. Am I doing this wrong? I don't fully understand which process I am supposed to be using? Do I have to name a layer- make it a parent , then move the layer to go underneath it? I am confused. All my vot tree layers have the letter S on them. Any advice much appreciated, thank you..:)
  17. Thanks Carlosan and Digman, I think I will need to go back out and bring the mesh back in again after fiddling with it in Zbrush. Thanks for the info and speedy replies. I very much appreciate it. Kindest Regards
  18. Hi, Still new to 3d coat, finding my feet. I have imported in a high poly model -retopoed it and I have noticed that part of the high poly mesh has inverted the normals. I didn't notice this until I tried to bake (again, still new and finding my feet). Is there a way to select part of the mesh and flip the normals, I can't seem to do it. My High poly object is in the paint object layers. I have hidden everything else, but I can't work out how to select parts on the high poly model. Do I need to be in another room? Thank you in advance, all advice greatly appreciated.
  19. Hi AbnRanger, So I can go through each part and readjust and bake separately or bake by naming. I think I would need to use bake by naming, as I need all the uvs on one map for all the different parts. Am I right or is there a step I need to do after this to get everything on one map? Thanks again for the video, I found it really helpful.:)
  20. Hi AbnRanger, Thank you so much for the speedy reply. I will take a look at the video, I hadn't even considered the snapping properly. Thank you.:)
  21. Hi everyone, I have taught myself how to use 3d packages, and I have been making models for games, but as I am self taught I am not sure I am doing it correctly.I see other peoples uv/normal maps and they all look fabulously clean etc. Mine have all sorts of stuff going on. I have looked at my workflow, tried and tested lots of different variants but they always look rubbish. I do freelance work for a local company and they seem to be of the opinion its okay, but I feel like its the blind leading the blind.As I have only done work for them, I am not sure another employer would see it that way. My workflow : High Poly model in Zbrush 3Dcoat to retopo and uv Substance painter for baking and painting. (Client wants me to bake and paint in sub painter) I get nasty projection issues in sub painter- I have just been in 3Dcoat and done the lowpoly naming and also fiddled with the uv map padding /spacing but I still get issues. My Character is wearing lots of armour and when I zoom in I can see lots of artifacting and I know its because everything is so close together. How do I get a clean projection? Is there something I am missing in 3Dcoat or my process? Any advice /help would be gratefully appreciated and hopefullyI will be able to work for more than one client.:) Here is my normal map at last bake Thank you in advance. Test-bake uv33.jp2
  22. Ahh thank you Carlosan, I will try that .:) Many thanks.
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