Jump to content
3DCoat Forums

Blaster

Member
  • Posts

    78
  • Joined

  • Last visited

Posts posted by Blaster

  1. I am switching over our pipeline to 3d coat to manage all of our assets. I am about to purchase 2 more licenses of 3d-coat but I am having a difficult time understanding how scale works between multiple 3d aplications.  The Manual and the Wiki do not explain in detail how this works and the community at large seems to be confused based on the amount of scale questions. 

    I did a test where I exported a 2meter cube from Maya and From Unity.  When I import them into 3d coat I test the scale using the measurement tool (Set to meters) I notice that they are well over 2 meters big.  When I export the cubes from 3dcoat and import them into Unity they are huge.   I get the opposite effect in Maya where they are tiny.  I have exported them manually and with the Applink and get the same result.  I have set my scenes to meters before importing any of the assets into 3d coat and the only options I can find that is supposed to support scaling is Edit Scene Scale and Define Measurement.  I also get a message asking if I would like to keep the initial scale but warns that this is additive to the initial scale.  So if my initial scale is set to meters before I import an object from an external package and I keep initial scale what exactly is going on.    Am I missing something obvious?

    1 - Could someone please explain to me what exactly Edit scene scale and Define Measurement units are really doing? 

    2- Can we have an updated explanation of how 3d coat handles scale and maybe like a best practices for working with common 3d application and more specifically Unity?   

    3- What exactly is Voxel per unit doing? 

    Also It would be nice to have default scaling setups that work best with Unity or Maya ect......

     

    Thanks

     

     

     

     

     

     

     

    DefineMeasurementUnits.png

    EdditSceneScale.png

    MeasureTool.png

    • Like 1
  2. Just got back from vacation and have not had not logged in since my last post.  I didnt realize Tony's  Kitty had been overlooked for the final voting.  Tony I am Glad to see your kitty up there waving back at me. Great job!

  3. Thats awsome that they are still in business.   I was looking for some information on my tin toy but I could not find anything with some quick google searching.  I will dig in deeper when I get some more time.    I'm Looking forward to seeing your final render.  Keep up the good work.

    • Like 2
  4. AJ the decals were all hand painted in 3d coat.  They were pretty simple shapes so I used things like the circle, spline, and rectangle lasso to fill in the decals. I then layered the different layers of paint and color according to my reference image.  My Tin Toy just made Staff PIck on Sketchfab. That's pretty cool and unexpected.  I still need to figure out why my metals are not responding properly on export but overall I'm pretty happy with the result. 

     

    AJ your render looks like I could reach in and grab it.  I am super impressed with how realistic and detailed your model is.  Great Work!

    • Like 1
  5. AJ that is a very interesting angle indeed.  What are you using to render?

     

    I finally uploaded my tin toy to sketchfab but I had to merge my painted layers in order for this to work.  In the process of doing so I lost the metal edging for some reason.  anyways I will work on figuring out why this is at a later date and upload a 2.0 version.  But for now this is what I have.

    https://sketchfab.com/models/3a1d51afc73a4e71b4c968f841c2f151

    • Like 3
  6. I tried using 3d coat to sketchfab function but It would crash 3dcoat to my desktop so not sure what is going on there.  I might just export everything and load it manually but if I have trouble I will just go with the renders I currently have as my final images. 

    Yea... Almost, almost... there.

    I have completed the undercarriage, with wheels and stuff, and I'm currently retopologizing lights.

     

    Blaster, have you made your decision of choosing between Sketchfab and Marmoset Viewer as your final rendering engine? (Great Scott, don't pay attention to the grammar in this sentence, please!)

  7. yes each seperate model part will get normals baked individually.  Just make sure you turn on name corespondent for baking option under the bake menu settings and your layer naming convention is the same between the retopo object and the vox or surface model.  As far as the ambient occlusion goes Im not quite sure it works the same way.  I believe you will just get a ambient occlusion based on the sum of all the parts which makes more sense in most cases anyways.  

  8. Xnormal is fine. Are you using a script that batches all your bakes in xnornal or doing them individually? I finally figured out how to bake all my normal maps in 3dcoat in one shot. Both your retopo layer and vox layers have to be named the same. It took me awhile to figure this out but its such a time saver.

  9. AJ if you need a bigger texture resolution go for it.  I should have gone with an 8k but I was happy enough with 4k.  Also does anyone know if I need to prep my model in any kind of way for sketchfab to work.  Under help there is an export to sketchfab option but when I use it I just crash to my desktop.  Would be useful if anyone has this process documented or a tutorial on the subject. 

  10. Nice retopo work aj! I powered through most of mine with autotopo. I need to go in and reduce but for now it will do. Gary you should def check out the retopo room and watch some YouTube tutorials. Its really easy to get up and running. I love the retopo tools!

  11. thanks for the kind words guys!  I will update a a screenshot of my wire sometime today when I get back to my desk.  Glad your adding the astronauts AJ!   If you need a bit more time we can shoot for Monday for final submission.   Will that give you enough time to finish up?   

×
×
  • Create New...