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dimedius

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  1. Had some more time and found I could reset the windows to default and that solved my issue. Thanks! Not sure why it would've disappeared to begin with.
  2. I did that and the same thing happened.
  3. Not sure what happened but things were working earlier. I imported an object earlier and had the same tabs as before (mostly layers and blending etc). Now the only thing showing is vox tree. Is there a keybind i hit to disable this or what suggestions do you have? https://i.imgur.com/eeKrUge.png
  4. I wasn't thinking about this initially (was short on time and just needed uv's for a small project). This looks great for something in between total nazi 3ds max controls and the auto unwrap. I will certainly watch again, didn't realize this was a feature, thanks!
  5. Smart Materials tab is on the lower right. Hopefully that's the material you're talking about.
  6. So to answer my own question. It seems I can create an obj from the low poly, auto wrap then export uvw obj. Go back into Max, use this new lo poly and use the standard hi poly I had and do the whole projection and bake a normal map. This lo poly also works well with exporting as a nif (fallout file format). This will definitely work for the current project and a nice time saver. I've got to go to bed but can I import my hi poly with my lo poly and bake a normal in 3d coat? Haven't tried the tools yet and curious to how well it works.
  7. Hi. I did a search and saw some other baking issues so thought I'd post my query. I have a high poly and a low poly mesh. I really like that I can throw my low poly in 3dc and get the auto unwrap (time saver for sure). I know my standard workflow is: create models -> unwrap -> bake maps as needed -> export objects -> import to 3dc -> texture and then export texture files when complete. Is it possible to somehow have 3dc auto unwrap 3ds max files? UVwrapping consumes a lot of time and currently I have some small side projects that I'd like to find a quick clean process (obviously won't be as perfect as manually doing it) to unwrap. That way, I can spend more time texturing instead. Would a better alternative be: import obj file -> auto unwrap -> texture -> export obj and textures -> import into 3ds max and then export in needed format (for my example, I want to export as a nif (fallout)). Will this still retain the uvwrap information? Is this possible and are there any downsides to doing it? Side note: I'd also like to check the baking power of 3dc. Is it possible to use my hi and lo polys inside 3dc? Any good tutorials? I did some scrounging around but all the videos tell me they are corrupted (I suspect its really due to the filters here at work).
  8. Some updates: Figured out how the textures work and got a nice looking result. Apologies if its linked to the mod, did not have any updated pictures on my imgur and am currently at work.
  9. I have done a pretty good job creating a model and painting it and it looks great overall. My only issue are the scuffed edges that are supposed to show worn paint/metal. In the vanilla textures, they use a palette. I am sure they are using something else because they have a nice metal brush/shine to them both in direct lighting and out. My diffuse has white lines that represent these metal bits. They shine nicely in direct light but indirect, you can see the ugly white lines. Has anyone had any experience with getting that nice steel/silver look and shine without making it too dull or too white? Something I'm missing for sure.
  10. Well this option is ticked but like I said the issue is no longer present. I did untick but did not see a change (good or bad). I'm starting to think this was an anomaly. Thanks for the update, regardless. We can consider this topic closed as of now.
  11. They are. Here is an update, this is what the issue sort of looks like: Green shows the texturing I made earlier and red is what is showing now when I use the brush. Its working fine now after the system has been off for a day, but I had closed the program last night to see if the refresh will do but it didn't change. Now its magically working. Still, any ideas what could do that? Programs running too long or something?
  12. This is not related to the 2 button being pressed. The albedo map shows up without the spit and shine of the smart materials. I'll try to explain better. It still looks like shiny smart material shine/colors but let's take old metal for an example. When you apply it, it shows all kinds of details and makes it pop. After some time last night, the materials don't show these details, it does do a sort of shiny solid color or gradient but is not albedo flat.
  13. I'm not sure what it is called but I was using the smart materials, getting some secsi results. I go back over some areas and everything is being flat. No details, more or less just a gradient color. Take the cartoon wood, supposed to look like bark etc but now is just a color. Is there a shortcut where I disabled something in the rendering window? How would I get the smart material effects back?
  14. Thanks, I first thought the article covered the material editor and almost replied saying that thats not helping. Further down I read, there is a plugin to help place the 2 new maps. That is more helpful but the links are dead. Off to do some research and thanks for showing me that thread! Question is though, with those 2 maps (metal and roughness), will that help with making the copper parts shine etc like it does in 3d coat?
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