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Vorocity

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  1. Ok I see now that it must be in Surface Mode to work with decimate. Makes sense. I guess I need to re-frame the question. Noob questions, but what is the proper path to go from editing a voxel object, to working it in Surface Mode in the Sculpt panel? The only way I was able to go from voxel to Surface Mode was to export as an obj then load it for "Surface Sculpting" which seems like a strange process.
  2. Hello, I have the same issue using 3DC 4.5. The video above is referring to Multi-res workflow, but I just want to Decimate the actual Voxel object (if possible) or alternatively convert the voxel object to a quad mesh and decimate that. My end goal is to export a hard body type sculpt out to LightWave but I don't want or need to go to a low poly mesh (retopo), I just want to decimate the mesh somewhat on the hard surfaces prior to export, keeping lower poly counts on flat surfaces, but higher poly where required on the curves, which I understand decimate is used for. It seems the decimate feature is there in the sculpt room under Geometry, but it's grayed out. I also read references to decimate brushes, however they are also not available the the sculpt room under 4.5. Thanks.
  3. Thanks Carlosan. I could be wrong, but I think I'm following the procedure in 3D coat correctly. I think perhaps my issue is on the LightWave side of things. In case anyone is working PTEX through LightWave, this is a quick way to see the problem... - In 3D coat, File/New, choose "Paint w/ PTEX", choose the cube. - In the paint room, paint on the cube with some glossy texture. - File/Export -> To LightWave - In Lightwave, load up the object - In the surface, (make sure UV maps are set to "PtexPlane0" on color and Spec), then turn up glossiness 100%. I drew a wavy line on the box to verify the color mapping was applied correctly. No gaps or problems. The gloss map however is all messed up. Any help is appreciated, and I'll follow up on the Lightwave forum as well. Thanks. Trevor.
  4. Hello, I'm a new user of 3D Coat and I'm trying to put together a Voxel-PTEX workflow with Lightwave. The basic path I'm following is to create the voxel object, AUTOPO w\ PTEX, Bake w\ PTEX and then Export to LW. Everything is working nicely, but I'm finding that once applied in Lightwave, the gloss map has gaps at the UV seams, and also has a pattern of lines on it as though the UV is offset or improperly applied on the object. This doesn't seem to happen with the color UV. - Tried changing padding level up or down to no effect on the UV - Tried TIFF export as suggested in one post, again no difference - Problem is visible in VPR as well as rendered output. Here is a screen shot from Lightwave with the gloss cranked up to show the texture. Any ideas? Is this perhaps a Lightwave issue? With the PTEX UV it's difficult to tell from viewing the UV map directly whether the map is exported properly from 3D Coat. Thanks for any assistance, Trevor
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