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philbraaten

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  1. I'll try this! UPDATE: OK this could work if I had to retopo the import.... but... that's not really the case for us at this stage of the pipe. We have prop and set assets being built in different software and the polycount is already pretty efficient. Anyway, nothing would go into the retopo group because there's nothing to retopo.
  2. Hi everyone, I'm trying to split each material into UV sets.... I can see "Surface Materials" show up fine and propagates according to my object surfaces/material list. However I was expecting UV sets to also be propagated. What am I missing...? Is there a way to populate "Surface Materials" list to the > UV Sets? I'm probably not doing something correctly. Do I need to have existing UV coordinates on each vert? Do those UVs need to be in different quadrants (a la UDIM)? Our past workflow has been to break up the object into many different objects, each object representing a UV Set in 3D Coat. This is a pretty archaic and slow workflow so I was jacked up and excited to see "New import option for PPP - import each material as separate UV set" in the latest beta description.
  3. That seems to have fixed it! (I only tried with a simple object, 2 UV sets but works as expected)... I understand the issue surrounding UV sets in 3D Coat and I do know that each UV set originates at U0 V0... for me this was never an issue. Also, we know all about re-naming the UDIM numbers, so we're aware of that as well. I guess it was as simple as disabling the "Import tiles as UV sets" flag, thanks again!
  4. 1: I'm currently on the most recent (as of this morning) build: 4.5.23, but I noticed this back from 5.19 IIRC. I've been using 3DC since 4.0.19 and have used 4.5 since beta 12, I think. 2. I don't 'import' the object, but within Retopo room I choose "Bake>Retopo->per pixel" (no baking) to create the polygonal mesh with UVs for PPP in the paint room. When the dialog box appears, I do indeed select choose "Keep UVs", along with "Import Tiles as UV Sets" and the dialog box shows me all the UV Sets that I currently have created in the Retopo room. 3. This is the first time I've tried to unwrap while re-topologizing. Objects/models created outside of 3DC have been imported directly for UVs/Painting and this has not been an issue. I can of course export the mesh, and then re-import it and bring it into the UV room and create UV Sets there. UV Sets created there have worked in the past. It's just the anomaly of unwrapping while in the retopo room and designating different UV sets inside the retopo room that doesn't get created when choosing "Bake>Retopo->per pixel (no baking)"
  5. Hi, everyone, first post here though I wouldn't say I'm exactly a new user. I've been using 3D Coat off and on for the better part of this year, and while I've been able to get most of my questions answered viewing many of the videos that have been made, I've been extremely stumped on this one particular issue: How to bake out UDIM UV sets from the retopo room. So many invisible walls with this one it seems... I can create PLENTY of new UV sets inside the retopo room and place unwrapped islands into any UV set I create... this part is easy and obvious. The issue is when I bake for PPP (non-displace/normal baking) and choose "UV MAP TYPING: KEEP UV", It collapses all the UV sets back into the default UV set completely ignoring the other UV sets I've made. What's the "correct" way of preserving each UV set? The only workaround I've been able to come up with, is to move each UV set that isn't 1001/default to the next available UV space. When I do this, the bake works fine and I can see the UV sets I've moved out in the UV set list in the paint/UV rooms. Only problem: 1) if two UV sets occupy the same UDIM/UV space, those get collapsed into it's corresponding UDIM set when baked from Retopo, and 2) it's becomes difficult to determine the area of each UV quadrant boundary after the immediate top/bottom/L/R spaces are filled. 2 quadrants in any direction and it becomes difficult to 'guess' if you've hit a border or not. So my question to the forum is, what is the best way to preserve UV sets when baking out of the retopo room? Is there a numeric U/V value input when transforming islands within the Retopo UV toolset so there's precision with placement? It may seem trivial but we rely on UDIM-based UVs for our pipeline and it just seems to me that I'm missing a critical workflow process/step or something and it would save me a lot of time if laying out of each UVset happened the way I would assume it should. I appreciate any feedback anyone has on the subject. Thanks!
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