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Rgr2005

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Everything posted by Rgr2005

  1. Thanks Digman, we see that in PM ! For those interested, i made some progress : the OBJ 3ds max import preset put the phong tag angle to 23°, which was responsible in some part for my problem. Just set it to more than 90° or all the way up to 180°. The seams are still present. I'm currently going through all the normal method software preset (3ds max, maya 2013, 2012 etc...). Digman pointed that there are some further options for normal map creation in the preferences menu. I'll look into that.
  2. I run into a problem with my export from 3dCoat to Cinema 4d. Seams appear at my island's borders and i don't know what to do about it (you can see it in the very last screenshot below). It probably is a step i haven't took in 3DC (i'm really new to topology & uv stuff so it might a simple mistake on my side). I've made some screenshots about the steps i take to prepare in 3DC and export to C4D. If some C4D users are here & are used to exporting from 3DC to C4D, thanks for confirming (or not) that my workflow is ok. I use 3ds max preset for importing OBJ's in C4D, otherwise UVs are messed up.
  3. Octane ! https://render.otoy.com/forum/viewtopic.php?f=9&t=45708
  4. Ok so i solved the messed up uv's when importing in C4D by selecting the 3ds Max preset in the OBJ import window ! But now i have 2 more problems : -the first one is that seams appears at each island's border. I haven't put any seams with the same named tool in the retopo room but thought this was just to "relax" the island when unwrapping, in places where there are sharp or narrow shapes... -the second one is that displacement doesn't seems to do much. I tried increasing the strength, height etc with no luck...
  5. I have one UVSet. I'm not sure of what you call UV group... BTW i found the answer to my previous questions, i was not able to move the retopo mesh to a UVSet. And finally found you had to be in Faces mode for it to be working. That being said, here's the screen capture you asked, it's the same as i had when exporting objects & textures from the paint room (previous screen cap).
  6. Thanks Digman for your answer. I did another new model, as simple as possible to test with normal maps & displacement. I still have the same problem as you can see :
  7. I'm sorry Carlosan i'm not sure what you mean. I tried with both Tangent Normal map & World Normal Map (but i read the tangent is better for deforming objects, correct me if i'm wrong). It seems the problem comes from the Uvs themselves. Any ideas ? As i said i just unwrapped in 3DC, and tried exporting the mesh from the retopo room & the paint room with textures. The 2 are messed up....
  8. Thanks for the answer Tony. I'll answer here so it can help people in the future... My normal map looks & renders like this, which i don't think is right
  9. The problem i have is the following : -I unwrapped my UVs fine -I then baked my normals (with the default shader & name correspondance for baking unchecked as it seemed to cause problem) -Normals are fine in the paint room I tried exporting the object from the retopo room (Export Retopo Object) & from the paint room (Export Object & Textures), and in those 2 cases, i get a weird UVW mapping in C4D : Also, in the Retopo room, i can't move retopo meshes in other UV Sets. I tried with my mesh selected or not in the Retopo room, with the initial object layer selected in the Voxtree or not... Anybody has ideas ?
  10. Now the problem i have (btw should i create a new post for it ?) is the following : -I unwrapped my UVs fine -I then baked my normals (with the default shader & name correspondance for baking unchecked as it seemed to cause problem) -Normals are fine in the paint room I tried exporting the object from the retopo room (Export Retopo Object) & from the paint room (Export Object & Textures), and in those 2 cases, i get a weird UVW mapping in C4D :
  11. I know the C4D viewport is not that good with a lot of geometry (though i have a few tricks to optimize it)... But wouldn't this solution be the same in other software like 3dsmax or Maya ? Low Poly + Normal Map > Subdivision > Rigging & animation The idea is that even for a simple model like this, Manual Retopo still is a bit of work, even more with the edge loops to add to keep sharp edges before animating... If i wanted to animate a character like this one (i'm not talking about the cloth though), would a high res normal map be a good solution over higher res mesh ?
  12. Hi ! I'm learning 3dcoat & have a problem understanding how to retopo a hard surface humanoid model for exporting & animating in C4D. I'm confused because it seems I lose all the fine details that i've been able to sculpt in 3dc. All those sharp edges precisely. I'd like to export it to Obj for rigging & animating in C4D. So, i understand i should make a low poly export with uvs, normal map etc...but if my model lose sharpness, should i edit edges in C4D again ? (which would be kind of annoying). Or should i make a not-so-low-poly model and in this case what's a good poly count ? If anyone has suggestions or ideas, tutorials about this topic, thanks ! Here's an example of a model i'd like to rig :
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