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pinkyCrook

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About pinkyCrook

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  1. i'm kind of new to 3d coat...so maybe this should be posted in "bugs" or "feature requests", but i opted for "new users". i'm hitting a couple snags, after retopo'ing hiPoly meshes (from zbrush, with polypainting) and then baking/texturing in 3d coat. 1) is there a way to link "spheres of influence" to a _specific_ retopo object? i ask this because my characters are generally made up of multiple mesh shells and while the "name correspondence for baking" bakes in sequence, it doesn't appear to turn on/off spheres...so the sphere influencing the pelvis will affect the bake of the leg (not a good thing, in this case). i know i can work around this, by turning the corresponding retopo/voxel/spheres on/off to bake things separately, but it would really speed up my process. 2) since i have to bake, in several passes, i get multiple UV sets. this would be fine if the mesh shells were intended to be on different texture pages, but they are all meant to be on a single texture page. when i combine the UV sets, in the UV room (after baking), the normals get screwed up (some islands look like they flip the green channel, while others don't). other than exporting/re-importing, is there a way to do this reliably? cheers, -j p.s. i'm loving being able to "smooth" normal map bake errors, in 3d, and the new smart PBR materials!
  2. pinkyCrook

    importing retopo mesh issue

    thank you, thank you, thank you!
  3. pinkyCrook

    importing retopo mesh issue

    as seen in the image, below, importing (some) meshes turn any existing retopo meshes to wireframe. exporting the meshes, from different programs (after running auto-fix tools, like maya's mesh>cleanup, and/or re-building the mesh by hand), doesn't seem to help...any ideas? i'm on a deadline, but would prefer to continue using 3d-coat instead of having to work around this issue. :\ cheers, -j
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