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Sketchup

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Everything posted by Sketchup

  1. Bumping this post... We still need support for multiple UV sets on same verts.
  2. I work in the game industry as a generalist and I regularly use 3D Coat, and for me, the #1 feature I need badly is the ability to import meshes that have multiple UV sets on the same set of vertices. In the game engine I regularly work with complex shaders where I'll have different textures on different UV sets on the same mesh. Example workflow: I'm building a low poly environment model for a mobile game. It's a single FBX file with a bunch of walls and buildings. The environment model's albedo is coming from a trim sheet, with a corresponding UV set on the model. The environment model's baked shadows are coming from an Atlased light bake from 3D-Coat, with its own UV set. What I currently have to do: -Delete a bunch of UV sets, import into 3D Coat -Export back to Maya -Use transfer UV to get 3D Coat's UVs into the old Maya model What I'd like to do: -Import into 3D Coat with the UV sets preserved -Be able to choose which UV set I want to work with in the UV room
  3. Use Simplygon utility from within Unity - don't use the standalone version of Simplygon. If you can't do this for any reason, the next best thing is to do decimation in something like Blender or Maya, unwrap the decimated mesh in 3DC, and bake the textures from HP to LP in Marmoset toolbag. Then you can import into Unity.
  4. Thanks guys, all useful advice I will use in the future
  5. I use Maya and this has happened to me before. It's actually an issue with Maya 2017's export. Upon exporting an OBJ or a DAE file, Maya will upscale your model by a factor of 10. Messing around with your units and export settings won't help you. Yay, Autodesk! The solution that worked for me is to export as a FBX file. Sorry for the late response.
  6. For Arnold do you use a specific shader network or just the default export options with 3D Coat? Fantastic renders by the way!
  7. Did you render using Mental Ray or Arnould?
  8. No. But you can transfer through import/export. If your object is painted: Go to paint tab. File -> Export objects and textures Now go to your target 3D Coat File in the paint room File -> Import object Select the obj, get it imported with proper settings Now you need to import each texture individually. Make sure you create a name for the new UV set as well Note: you can apparently import 3B files directly using the import object button, but I've found this method to be unreliable, especially for painted objects. If you're sculpting, just import/export OBJs as you normally would. If you're in the retopo room, you can use the File->Export Retopo mesh option, and you can also import a retopo mesh. Sorry if this was confusing.
  9. Thanks, Carlo! The rectangle tool didn't work at all for me. I would drag it around the model but it would do nothing. The square tool would select geometry, but wouldn't select things that weren't visible to the camera. However the Replace Geometry thing is an awesome suggestion that I didn't know even existed. Thanks! I ended up exporting everything into Maya and performing my transformations there. Have a nice day!
  10. I need to scale down my model dramatically, and I have a ton of stray objects. Additionally some objects are inside of other objects, making them extremely difficult to select. Is there a way to "select all" in the tweak room, and if not, would it be possible to export an OBJ, scale it down in another program, and somehow reimport all of the textures?
  11. So when you choose the blend mode "Use as emissive" for a layer, will you actually be able to see the luminescence from within 3D coat? Or is this feature only seen after export? The white oval is the emissive portion. It was blue colored before I set it as emissive.
  12. I do my hard surface modeling in Sketchup. I think 3D-Coat doesn't always tolerate my love affair with N-Gons. They didn't come from a font, I made 'em.
  13. Solved the problem! The shadow system in 3D-Coat's renderer didn't like the topology of my "4" so it turned it jet black out of spite. To fix this here's what I did: 1. Triangulated the "4" 2. Brought it back into 3DC and repainted it. 3. No more rogue shadows!
  14. Correct, no back-faces are wrong side out. The botched shadows are cured if I hide a large portion of the model. I think it's possible that bad topology may be causing this unnecessary shadow to appear, but I'm still bamboozled about the fact that it's only impacting the "4."
  15. So I'm in the Render room, and mysteriously it puts an excessive shadow on something that it shouldn't. I've tried re-importing the model and the associated textures. I have a separate 3D coat file with just the numbers, and it renders just fine! I also axed the frame that surrounds the number, just in case some invisible part of it was casting a shadow (Spoiler alert: it wasn't). So maybe you guys have encountered this before. While you guys deliberate, I'm going to try using the non-cuda version and checking my topology on everything again just in case there's some invisible polygon getting all rapey on my shadows. .
  16. Problem solved by importing all models as FBX files instead and then importing in the Textures one by one.It was also necessary to close the program after each successful individual import so as to avoid a glitch where the previous import is corrupted. Might publish a guide for this soon since it was pretty tricky.
  17. So I merged multiple 3D Coat files into one scene. When I press 6 (low poly on), everything is positioned correctly, but when I press 6 again (low poly off) it changes the position of the objects. I'm trying to get everything positioned correctly for the Render room. Is there a way to get the high poly objects to go to the same position as the low poly ones without moving everything in the transform room part by part?
  18. As it turns out, the solution to my question was File-->Import Object (After having at least one 3B File already opened).
  19. Should the final render be produced in 3D-Coat's render room, or can it be exported to another rendering engine?
  20. BT, the easiest way is to move them is to put them in the tweak room and hide the non-relevant layers so you don't move them on accident. The problem I'm having is that textures don't follow when I import the models. And trying to import the textures afterwards... well.... bad things happen. Maybe Journeyman can explain the proper way to import. Could it be because I'm importing FBXs and not OBJs?
  21. I have about 10 fully textured 3D-Coat files which are separate parts of one big model. I want to combine them all so that I can get a nice render in the render room. Is this possible? The "import 3B file" option doesn't seem to be capable of this task.
  22. So I'm kind of new to the whole UV mapping process within 3D-Coat. I imported a model and used auto-mapping on it. I'm currently trying to figure out how to stitch the UVs together and create good islands for continuous texture flow. My current (wrong) understanding is that if I wanted to create a UV island, I would have to take the following steps: Clear the Seams Choose the "Mark seams" tool with "islands" and "select" selected Select the applicable polygons I want to stitch together Choose either "Auto Seams" or "Sharp Seams" and 3D Coat spits out an island? Apply the UV Set? Here's a screenshot that illustrates what I'm trying to do. I've already cleared the seams but the model still looks like a bad acid trip: As always, thank you for the advice.
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