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Elowan

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Posts posted by Elowan

  1. good eveneing,

     

     

    in this video
    at 0:45 to 1:00, that guy creates a "peak and valley mask", which is used for texturing, later on.

     

    The Author says:"Actually the mask is just vertex colors applied to the mesh, and xnormal project the vertex color on the uv giving you a mask texture"

     

    Can we create such a mask in 3DC?

     

     

    Cheers!

  2. Did a final test, imported the fbx (the one that I did not UV-unwrap in 3DC) into blender.

     

    Well, in Blender it has one UV set, which could be edited - but it´s not empty.

    (did not manage to delete it, but maybe that´s my missing blender skillz) ;)

     

    Somehow it contains all the polys in one square island overlapping each other...

    (hope that makes sense?)

     

    In MODO there is an empty, non editable UV-Set present, which shows no UV-Islands in UV editor, when selected.

     

    When exporting/importing the same model, but as obj instead of fbx, there is no UV map present, not in MODO

    and not in blender... (which is, what I expected)

     

     

     

     

    Cheers!

  3. Hey Malo,

    The problem isn't a missing UV set, sorry I was not clear on that.

    The fbx exported model from 3DC got an empty UV set, when I open it in modo...

    It is empty and can not be deleted in modo.

    I made just a simple, quick unwrap in 3DC - three separate uv islands and exported as fbx.

    After that I exported the same object as obj.

    In modo, only the obj model got right UVs, I made in 3DC - the fbx export did only have an empty

    Uv set, see first posting...

    Edit: But you're right - will check fbx in another app..could be the modo fbx importer, instead the 3DC exporter

    Cheers

  4. ok, I think I´ve found it... but still no (re) topology object visible/empty export :(

     

    hmmm, maybe there is an issue with the axis?! "transformed" my object, so that

    is sitting at 0,0,0 - but when turning on symetry-planes, there is a gap to the x,y,z axis (see image, please)

     

    post-38872-0-13908500-1419870709_thumb.p

  5. Hmmmmm, my exported fbx is just 5kb in size and contains no poly verts or whatever...

    I did Import a 1mio + poly. Fbx direct into retopo room and run the autopo tool.

    Then exported it from file export retopo object.

    Did I have to UV it first, before exporting?

    Maybe I should try 4.5 version

  6. hi there and a merry christmas everybody!

     

    today, I tried to AUTOPO a model - but I get no results:

     

    - Imported highpoly via menu for AUTOPO

    - Set polycount

    - skipped poly-desenty

    - skipped help-lines (also tried with adding freehand-helping-lines)

     

    After calculation was done, I went to menu Export Retopo-model - but it is just empty.

    I did not see any re-topoed model in the UV-tab (just the highpoly)

    3DC generates a retopo-group an another "surf" object in tree - but shows nothing...

     

    I am on 4.1.17 D 64-bit windows Cuda DX

  7. Yes, do not count voxel cutting out just yet...

    In the picture on the left is an appox. 350,000 voxel sphere. Cut and one overall smooth applied...

    In the picture on the right is an appox. 1,000,000 voxel sphere. Cut and one overall smooth applied.

     

    E-Panel settings border width set to 40...

    25% falloff in the upper tool panel

    An alpha that has a softer fallout itself.

     

    looks promising... (and so this responsive & friendly community does :) )

     

    Ok, so how to apply "one overall smoothing" - I will try to tinker with the settings you mentioned and look for an alpha... btw. I like to use a tablet+pen for 3DC

     

    Oh and a total noob question: I thought, voxels would be ideal for sculpting - but surface mode seems to be potentially better?

    So is Voxel mode for ruffing out/ block in rough shapes? What´s it´s purpose?

     

     

    Cheers!

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