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Everything posted by Sketchup

  1. 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.
  2. Sketchup

    Best way to Retopo this Voxelized Rope Spline

    Thanks guys, all useful advice I will use in the future
  3. 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.
  4. Sketchup


    You are awesome! Thank you!
  5. Sketchup


    For Arnold do you use a specific shader network or just the default export options with 3D Coat? Fantastic renders by the way!
  6. Sketchup


    Did you render using Mental Ray or Arnould?
  7. Sketchup

    Copy/paste between program instances

    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.
  8. 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?
  9. Sketchup

    How to select all objects in the tweak room?

    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. 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.
  11. Sketchup

    Shadows gone ROGUE!!

    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.
  12. Sketchup

    Shadows gone ROGUE!!

    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. .
  13. Sketchup

    Shadows gone ROGUE!!

    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. Sketchup

    Shadows gone ROGUE!!

    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 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?
  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. As it turns out, the solution to my question was File-->Import Object (After having at least one 3B File already opened).
  18. 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.
  19. Sketchup

    First Official 3D Modelling Contest

    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. Edit: I figured it out: Click the S or the V in the Voxtree.
  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.
  23. When you export a normal OBJ file with normal pixel painted textures, the texture coordinate information is stored within the model. With Ptex, is any information stored in the model file itself? For instance, would your Ptex textures work on a similar mesh with different topology?
  24. Looking for something that supports 3D Coat's PBR materials, can easily be exported to, and can get great rendering results. 3D-Coat's render tab is great but when you're trying to build an environment inside it, it just gets ridiculous. So far I've tried: Unity (Works but isn't really the best for photoreal renders) Unreal Engine (Everything I import looks like trash compared to inside 3D Coat) Vray in Maya (meh) Mentalray in 3Ds Max (meh) Bunkspeed Shot (Fails to import 3D Coat's textures) Lumion (Looks decent but the program doesn't support specular/gloss maps) Anyone found an obscure renderer that works really well with 3D Coat?