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PolyPusher

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  1. No luck, unfortunately, after disabling the onboard graphics chip. Still getting the same crash.
  2. After updating my drivers and installing the 4.5.28 version, unfortunately I am still getting the same crash.
  3. I recently upgraded to version 4.5, and everything seems to work fine except for the Calculate Occlusion too. As soon as I click that, before it prompts for any settings it crashes with the errors shown in the attached images. It doesn't matter what is in the file, even if it is empty. I am running Windows 7, with a Geforce GTX 760. It crashes on everything version of the application (OpenGL, DirectX, with or without CUDA, etc). I tried uninstalling and deleting all of the leftover files/folders in the default Users/My Documents directory to see if perhaps some setting or preference file was causing the issue, but that did not fix the issue. I also attached the bug report information that was generated after the crash. Possibly relevant, after reading through the bug report there a few things that it is attempting to load, but those files don't seem to existing on my hard drive where the loading path says they ought to. CrashInfo.txt
  4. I've tried deleting the option.xml file, and the problem persists. I've tried deleting the entire 3D-CoatV4 folder as well to see if it were something else in there, and still the problem persists. I encountered something similar recently with another model, here: http://3d-coat.com/forum/index.php?showtopic=17562. Digman was trying to help me with a problem, and he was unable to reproduce the problem on his end. Is this possibly hardware or driver related? Though I've tried this on both my laptop and desktop, each of which has different hardware, and it's the same situation in either case.
  5. Here's the file: https://www.dropbox.com/s/rk6xp3upngbxom1/symmetry_test2.3b?dl=0
  6. I'm using version 4.1.17D. Is it maybe something I did to set up the voxel mesh or retopo mesh? I didn't do much to it, really (still learning the basics of 3D-Coat). Made a voxel cube, added some details using Voxel Layer, used the primitive Cube for Retopo mesh, split that in half, and then... here we are.
  7. I was working with a small cube (half of one, really) in the Retopo Room, and at some point the symmetry stopped working as it had been all along. If I turned on symmetry to create the other half of the object, my existing faces simply disappeared. Turning on the Virtual Mirror Mode would display correctly, but as soon as I clicked the Symmetry button in the toolbox, all the faces are gone. At the bottom of the window I see a message that says "Partial Symmetry 23.5%" which is strange, as I would expect it to say 0% (there are only polygons on one side of the symmetry line, after all). Also, sometimes (but not always) when toggling Virtual Mirror Mode, as well as toggling the Symmetry axis, my polygons would disppear, leaving only the outlines of the UV seams. In this case, clicking on the layer for that group of polygons in the Groups window would restore the polygons to view again. In searching for an solution I found this post about using the Invert Mirror button: http://3d-coat.com/forum/index.php?showtopic=14952. I tried that, but whether that box or not was checked seem to have no effect at all. The only thing that seemed to have any effect was if I used the Transform tool to move all the faces across the symmetry axis. In that case, the Symmetry tool worked, but of course now the faces are backwards so that doesn't really help. Also, if I hit Undo after this, I got the message "Symmetry_broken" at the top of the window. So, what to do when something like this happens? I've tried every "Reset Symmetry" button or menu option I could find, but no luck.
  8. I've tried your method (which is really the same as I've been doing since the beginning), and I still seem to get the same problem. Is this possibly a version issue? You mentioned you were using the 4.5 beta, while I'm on 4.1.17.
  9. What's the process you used for mirroring the mesh? I turned on Symmetry (with the 'S' key), then used the Symmetry command in the bottom of the toolbox. That should be it, right?
  10. Well, I see what you mean about the pole at the bottom, but I had similar areas that didn't result in a similar problem. Also, why would it bake correctly with only half the mesh, but break as soon as it was mirrored (considering some of the problem areas were not on the edge of the mesh)? Long-term, should I focus more on having "proper" geometry to avoid this problem? I'm still not entirely sure what's the cause here.
  11. Here's the 3DC file: https://www.dropbox.com/s/ea36sy5catllfoc/symmetry.3b?dl=0
  12. Sorry if this has been asked somewhere else, but I couldn't seem to find it if it is. I've got a retopo mesh that is one half of what I'm trying to import into the Paint Room. The UVs and geometry are going to be mirrored, so I only want to bake half of the object. Yet, I want to merge the entire mesh into the Paint Room. Is there some way to do this? Did I miss a checkbox somewhere that says "merge symmetrically after baking"? The reason I ask is because if I mirror the geometry (using the Symmetry tool) before baking, I get some odd baking artifacts around 2 or 3 faces.. I know in other 3D programs (such as Maya), the process is to split/separate a symmetrical object before baking, then merge afterward. So my options currently are: 1. Bake only half the model, get perfect results texture-wise, but end up with only half a model in the paint room. 2. Bake the entire model, get a few texture artifacts (which could be smoothed out, but I shouldn't have to, right?) I guess a workaround would be to export the whole retopo mesh as an OBJ, then reimport into the Paint Room, but that seems a bit clunky.
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