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peppe

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  1. Awesome, will e-mail him - let me know when the vote is up and I'll participate. You imply that you know your way around multi-tile in general, would you mind if I PM you for some advice on alternative approaches involving other software?
  2. Great, thanks -- I've got to the stage of effectively unwrapping my low poly, only problem is that its all within normal uv space - is there a way to automatically pack this to multiple tiles - i.e fill up one uv space and then fill up the next, and the next? Then when I've done that, it's on to baking the high poly details -- is there anything special i'll need to take into account or will I be alright with the usual 3d coat baking tutorials?
  3. Hey all, I've put this in the urgent forum as I am tight on time for evaluating 3D coat for our needs. have a few questions about working with multi-tile uvs within 3D Coat, I've had a watch of the hand full of videos on the topic but would like some assistance if you could be so kind. I am working on a game at the moment and our engine supports multi-tile uvs for streaming textures - i want to megatexture our levels. My ideal workflow is something along these lines: 1. voxel sculpt a landscape 2. retopo and unwrap in a multi-tile fashion (preferably as automated as possible) 3. bake the high poly (well, voxel) down to the low poly as a normal map 4. projection paint it with PBR materials i supply (probably use the supplied ones too ofc) 5. export the low poly (its still quite high poly lol) + the texture tiles in PBR metal format - Albedo, normal, metal, rough, height if possible per tile to send to the game. The engine will accept the major multi tile formats (mari udim, mudbox, zbrush) so any of those will do for export. Ideally i want to stay in 3D coat as much as possible - ideally the whole process. I'd also like to work in a way that doesnt leave me with a billion source files - i'd like to keep the high poly around so i can make changes and run through the above again. IDEALLY i'd like the texturing to happen on the high poly so that really, thats all i work with and i can pass it through autopo or something when im ready to send to game. I think thats possible with the micro vertex painting but i'm not too familiar yet. Can anyone help? Thanks in advance, Peppe
  4. no, the latest Windows beta -- using the CUDA64 version but ive tried the others to no effect
  5. Hello all, hope you can help me: I'm currently trying to projection paint some custom materials I've made - last night they worked fine but today they look like this: http://i.imgur.com/l4UHLVQ.jpg Ive tried fiddling with every option in the PBR Material Editor but nothing seems to work. The model has uvs. It's weird because I can see the heightmap's info being painted.. Thanks in advance Peppe
  6. Hello all, hope you can help me: I'm currently trying to projection paint some custom materials I've made - last night they worked fine but today they look like this: http://i.imgur.com/l4UHLVQ.jpg Ive tried fiddling with every option in the PBR Material Editor but nothing seems to work. The model has uvs. It's weird because I can see the heightmap's info being painted.. Thanks in advance
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