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DavideBianchini

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Everything posted by DavideBianchini

  1. Fixed it. I was able to remove the N-gon in Cinema 4D, and re-import into 3D Coat. No more UV issue. Thanks, -Davide
  2. Hey guys, I am trying to UV a simple object (in UV room), but one face in not being recognized. I am assuming this is because it is an N-gon? Are ngons not able to be UV'd?
  3. Hey guys, I'm sure this has been asked before, but I was curious if there is a button that will auto-fit the UV islands to completely fill the UV tile/preview window. I have attached an image below of an example I am working on now. Pressing "auto-scale" didn't seem to do much. Thanks! -Davide Foundation_Walls_Bottom.3b
  4. That's my problem though. I've done that already: I moved the UV's, hit apply, and then hit delete unused UVs....but still the empty UV sets remain. I was able to figure out how to do it in Cinema 4D. But I would still like to be able to do it in 3DC.
  5. Hey guys, I imported an OBJ with 7 UV sets, and I would like to delete one of them. I tried using the "delete unused UV sets" button (by moving the islands of one UV set to another), but it didn't delete the empty UV set. I'm not sure why. I've attached the file to this post (I want to delete Eye Moisture and/or Cornea). Any ideas what I am doing wrong? Thanks! Model.3b
  6. Hey guys, Thanks again for the great software. I ran into a slight issue with "clear seams." When I import an OBJ (per-pixel), and press clear seams, it leaves one seam uncleared (see attachment).... Ctrl+Click does not unselect the seam either... nor can I delete the unused UV Set which the seam apparently occupies. Any ideas what the issue may be? Thanks! Davide clear-seams-issue.3b
  7. That did the trick. The polygons are now visible in 3DC. However, I should note, in C4D, the backfaces are still grey, and render grey w/o material.... (note, this is only C4D. If I import the OBJ into another 3D application, I see materials on both sides)....odd
  8. Applink works great for me. I had the same error ("unable to write file..."), but followed the instructions on the bottom of page 1 in this thread, and now it is a smooth back-and-forth. Only slight issue I found was for some reason I can only paint on one side of a flat object. The other side appears "invisible" in both UV room an paint room... odd. -Davide
  9. Ok great, I'll give it a try Carlosan.... will let you know how it goes... Thanks again, -Davide
  10. Carlosan, I import it Per-Pixel and choose to lock normals....everything else unchecked. (I should note, locking normals seems to cause problems sometimes in painting... not sure why. But if I uncheck this box, I still get this particular issue). -Davide
  11. Hey guys, I am running into an issue when I import an OBJ and unwrap it in the UV room. When I switch back to the paint room, I can still paint on the object, but not the depth/normals. It just paints on color/spec. I have tried this with multiple different OBJ files and all have the same issue. I have attached a screenshot of a test file. Any ideas what the problem may be? Thanks!
  12. Hey guys, Just curious if there is an email signup to be notified of upcoming announcements, updates, sales, etc. I just read the Our Voice section and thought that is cool of you guys. I'd like to keep up with new news for this software. Keep up the great work, -Davide
  13. Perfect, thanks so much. It was easier than I thought. -Davide
  14. Hey guys, My question is as it says. I have an imported OBJ (which already has UV maps included) and would like to generate a normal map based on the curvature/cavity of the surface. I have been watching the tutorials on baking textures, but am still confused about the overall workflow of 3D Coat, which room I need to be in, etc. Any tips you can provide are appreciated, Davide
  15. Hey guys, I have an OBJ model of a human head, and I would like to transfer its surface details to another OBJ character that I just started. I was wondering if UV Coat is able to do something like this, maybe using the snap tool? (note, I own zBrush, but unfortunately the best zbrush can do is transfer details from a hi-res version of a mesh to a lo-res version using projection/morph target.) Thanks in advance for any tips in this regard, -Davide
  16. Ok, I made a test OBJ of 5 strips and was able to straighten the edge-loops per the instructions above. However, when I copy and paste, the islands do not paste on top of each other. The strips all remain non-overlapping. What I need is for them to overlap. These strips will be used to create hair, so there may be dozens or hundreds of strips in total. This is why I need them to overlap. I have attached below what the final result looks like in Maya (see image) of a full head of hair, using this tutorial My goal is to create game-ready hair. So I am sort of stumbling my way through this process. Thanks again for the great assist, Davide
  17. Great, thanks AbnRanger. They make it look so easy. And thanks Palle for the Blender tip. It is good to know this can also easily be done in Blender as well.
  18. Hey guys, I have a simple polygon strip OBJ that I imported into 3D Coat. As you can see in the image below, there are two vertices that needs to be cleaned up for UV prep, that is; I need to merge them together. I know it can be done in retopo when a sculpt is made in 3DC. But I am unclear how to do this with an imported OBJ file. Thanks again guys, Davide
  19. Hi Carlosan, Thanks for the tips in this. But the planar function does not appear to be straightening my strips. My goal is to have perfectly vertical strips for clean texturing. Is there a way 3D Coat can do this?
  20. Hey guys, New 3D Coat user here. I have a UV map made in zbrush (see example image below), and I would like to straighten the strips so I can overlap them *see second image). In Maya, I believe this process is done using "Unitize" and "Move and Sew UV Edges" (see image below). I was wondering how this is possible in 3D Coat? Thanks!
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