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rooattack

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Everything posted by rooattack

  1. This has been a bug since I've owned the program and it's so frequent and not being fixed that I'm starting to think about switching, which is really disappointing. It requires me to completely redo the model. I don't know why it does it, but i just opened a file and the model was corrupt. It also happens while modeling. BUT, I found a workaround, which is really odd. I've uploaded the 3D coat file ("6.b") 1) Problem: The polygons corrupt and become 'jagged' 2) Solution: Resample the model and it doesnt matter what value you resample it. I don't know if this will always fix it but its working for now 6.3b
  2. I think you answered my question. Thats exactly what i needed, I think. That's really interesting. I can't get it just right quite yet but I think that solution is the answer if I can get it to work how I need
  3. Man...i ran into a crappy bug. Whenever I freeze something then choose another tool, it corrupts the selection into this weird blocky thing. This has happened with the model itself on another bug I submitted that corrupts the model itself.
  4. Thank you so much! I will try those. I know its going to take a while for me to figure out how to actually apply those tools to this situation, but you've given me great direction. Here's another example of what I'm doing
  5. No, I mean I want to cut out a piece of the sphere but follow it along the curve of the sphere. I know how to make things look separated by splitting them or creating indents. I'm talking about the shape of the helmet, not the splits in it. Look at how the helmet curves. From a sphere, you would need to somehow cut out that shape and following the curvature of the sphere so it doesn't just cut out a little chunk of the sphere.
  6. Hi everyone, I am having the biggest problem trying to figure out how to cut a curve along the shape of sphere. I am trying to mimic the curve on the Rinzler helmet from Tron (see attachments). I feel like I've tried everything and pulling my hair out. I just need to cut along a curved form, like cut a shape along a sphere, but whenever you do that, it just cuts a small chunk out. I the only thing I can do it keep cutting multiple parts out of the sphere but it isn't fluid. This is where Maya and other 3D programs seem so much easier because you can just select polygons and bend them to a certain form. Sculpting in 3D coat seems so difficult to do this. I have attached the base model I am starting with, another shot of a curve im trying to cut out, and the tron helmet. The curves on the helmet seem so complex even though it looks simple. Any help is VERY appreciated. I'm actually getting this manufactured so I would love any feedback. Thank you everyone!
  7. I just captured a video of it! See attached. I wasn't even on the layer that it corrupted. I was importing an object on a separate layer then clicking on another tool to exit the import mode. 3d coat bug.mov
  8. When I do that, it changes the position of the object sometimes. I just found out that this is consistently occurring when I 'subtract' elements from other elements. So if I use an 'import' object and hold 'ctrl' to subtract that shape from another shape, it happens. Or when I use a Primitive to subtract from another object. I wonder if it could be some kind of graphics card thing. Attached an image of my Apple hardware build
  9. Haha I know it says Haha I know it says not to cross strokes. But I also found a video by the guy who does all of those videos, crossing all of his strokes and he got the most clean retopo doing it. However, that may have been a manual retopo he was showing. So I actually tried it without doing that first. If I don't use any strokes at all, I never get any polygons. And of I do, they're always totally out of wack. I am watching those videos right now thank you!
  10. I have come to a final workflow, maybe. However, it requires merging everything together which concludes a different look than i really desire. And also doesn't really keep my raw high poly look. I'm going to merge all of my objects into a single object. Use 'Instant Meshes' to retopo it by simply clicking a button > import that back into 3DC and manually uv map it by selecting the clean polygons. Then bake a much higher poly version of that onto the retopo model. The only thing I am still trying to figure out is how to mask out sections of the high poly version without doing a retopo to it.
  11. Thats such a great idea! I forgot about saving camera shortcuts! Only issue is, I don't understand how to actually import textures onto your model. By this, I mean, importing multiple normal maps that relate to 'arm, head, feet, legs'. They all have their own normal maps and baseColor so I would somehow need to mask off these textures to apply to only those objects
  12. I got Maya to work! The last guy who did our modeling could not figure it out, but this new animator got it done in just an hour. Wow, it is so refreshing to be working with knowledgable people. Attached is the output from Painter vs Maya. They look nearly identical except the environment is rotated different so the lighting is a bit off. I am on a mission to master retopo. I know how valuable it is, but I still always find myself having to do it manually. I watch videos of people doing it that make it look so easy. I also attached the way I have done my strokes for a model. Maybe I am doing that wrong (obviously I am, just dont know why). How do you treat curves that vary so much? I attached the actual 3D coat file too, if anyone feels bored enough to take a look at how they would stroke it. I really don't expect anyone to spend the time doing this. But feel free 3D coat file.zip
  13. That does work!! However (ha), when I try to do this, it comes in with no UV map at all because that import option doesnt include auto-uv map (attachment)l, which is expected of course. I will have to figure out how to mark seams on a model without retopologizing it (doesn't really work with voxels). OOO I will try this
  14. I have my animator trying the Maya import thing again. She is going to let me know if that works. Our last animator/modeler tried it and said it didn't work so maybe this new one can get it figured out. ::cross fingers::
  15. I totally agree with the rendering comment. As far as Maya goes, we could never get it to look even somewhat close. I attached how I export textures. I suppose I can try it again. I believe I will have to convert metallic to specular and roughness to glossiness. Thanks again for all your help and advice. I am getting to the end answer very soon. At least some solutions.
  16. I know this looks like a mess. But I don't understand how you do strokes with models that have so many varying angles and cuts. Second attachment is the output. If i could understand the stroke thing, none of this would even be an issue. It is a serious lack of auto-topo understanding on my part. I know how to do it manually but that takes forever,
  17. So this is how we have to do it, right now at least. We animate in maya, but Maya does a terrible job importing textures from painter and making them look exactly like it did in painter. It's not very good at PBR and takes years to render. So we have to actually save multiple versions of the model as they are stuck in a new position in the animation. Like saving it in key frame #4 then a new one at #5 and so on. Marmoset allows me to replace the model with a model in that new key frame without repositioning the model's angle that I was last at in key frame #1 for example. So I can screenshot that position then pack them all into a Sprite and voila! Seamless animation. It is tedious and I hate marmoset but it works. I don't know how 3DS max handles importing PBR and exporting animated transparent screenshots, but if that works that omg I will be picking that up and you just saved us 1,000s of hrs, really. My life would be complete This is all explained up top in the above thread of comments we made previously
  18. I'm have actually not been bringing them back into 3DC after painting. Painter was my last step. I export the object from 3DC, then import it into the UV room to UV map it, then I export that to an fbx or obj file so I can paint it in painter. Painter is my last and only step. Then I render it from there. However, I did want to see if I could bring my model back into 3DC even after painting it because 'rendering' is a whole separate issue in itself. I sometimes have to apply my textures I created from Substance Designer or Painter into a separate program like Marmoset. Rendering is really the last most important thing as it's the thing people see in the end. So I am exploring every application for that to see which one performs the best render. There is a very unique way I have to perform these renders based on the way our video game works. (3D > animation > 2D Sprite sheet). Painter has the best bloom and painting effects. 3D coat is best for modeling. Marmoset allows me to replace and fbx file with a new model that is saved in an animated frame. They all have certain purposes. My goal is to rid myself of Marmoset and even Painter for rendering.
  19. You're right! Wow I knew I was doing something wrong. So basically I have to retopo each object (layer) at a time? Meaning I retopo one layer, click on the next layer, retopo that and so on? How does auto retopo handle multiple of these or does it combine it all?
  20. I just used this tool last night, but again, it removes my uv sets. When i export from Substance, i get multiple texture files (I.e. normal_map_head and normal_map_legs). How do i combine all my textures into a single model with one UV? Man, this is getting so complicated! ha
  21. Also, even when i use the auto-retopo tool, it seems to combine all my meshes into one layer. So i lose the uv mapping.
  22. Here's an enemy that we used. You can imagine trying to retopo this. We have 200 enemies in the game and 2 weeks before we launch. Having to retopo all of this would be a nightmare. Auto retopo just seems to not work no matter what I do with these things. I end up having to manually topo it. I really just want to pay someone to topo these enemies for me or just pay someone to train me correctly on the auto-retopo.
  23. 1. Great advice, both of you! I'm very impressed by the user engagement. It helps people more than you can imagine. I honestly can never get auto-retopo to work right. I watch tutorials over and over and think im doing strokes correctly, but just comes out being a mess. I am trying to find something that helps me really understand strokes, rather than just the few points like not putting them close together or intersecting. 2. Anyway, Substance in my honest opinion (and I'm sure you have your reasons for loving PPP instead) is much more powerful than 3DC for painting and so much easier to use; it is of course the entire purpose of the product. 3DC is so much more tedious in my opinion. They can do similar things but 3DC makes it way more difficult to perform a simple task. Painter just feels like Photoshop and has a really easy to use interface. Plus the rendering is amazing As for the OBJ file, this is what 3DC does. I make a model with layers > export the model to obj > import to per pixel painting > export that as an fbx or obj file > then import to Painter. 3DC only recognizes a single UV set when I import the OBJ, but Painter recognizes the actual layers that were originally in my 3DC project, so I am able to use those layers as sort of a mask when I'm painting. I can also turn on/off those objects of the model if I dont want them rendered. The reason I can't separate these objects into multiple files and paint them separately is because i need to be able to render the model as a single transparent PNG. The next comment below is the reason why. So background on our video game in case you care and why this is such a huge issue: Our video game is a completely 2D sprite environment. However, we trick the viewer by creating everything in 3D and using parallaxing, then rendering out high poly 3D sprites. I still have yet to find an application that will render out 3D animations into transparent PNG's. This is why I use painter. I model everything in 3DC, get the texture down just right in painter, and render out my model (but i have to replace the model over and over with the new model from the next animated key frame in the animation).
  24. Thanks for your advice! The whole reason I am trying to import the fbx file is so that I can UV map it . Are you saying I have to retopo every model I work with? I literally don't have time to do that with 200 models I am creating (we are creating high poly models and rendering 2D sprites out of them, so we have no need to retopo anything ). The thing is, it works fine for OBJ files and I can go in and at least maintain texture ID's so Substance Painter can use it, but then I lose the ability of multiple UV sets when I use OBJ. I think 3D coat should be able to import what it exports regardless, especially if it handles one file but not the other. At least remain consistent.
  25. Here is the log file 3D coat crash log.rtf
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