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glmr

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Everything posted by glmr

  1. Hello. It is already 6 hours of nightmare with textures export of Smart Material. I can't export texture with high resolution as shown in preview and viewport. I read all topics about this problem, tried to change mesh and texture resolution (I set 16384 on start but baking allows only 8192 resolution) , bake textures (I set 16384 on start but baking allows only 4092 resolution) etc. and I already tried with high-poly mesh and 16 384 texture size, but exported image is blurry and terrible. Whatever I do - the result is always low-resolution blurry map. Please, help me! I can't sleep!
  2. Subdivision modifier doesn't work correctly sometimes and eats a lot of memory and time, so it would be better to have a good tool for UV unwrap
  3. I must use high-poly for high-resolution rendering
  4. UV Path tool doesn't work correctly with high-poly also
  5. I know. But marking seams for high-poly models is a kind of pixel-hunting.
  6. I found this wonderful video about UV unwrapping in Zbrush. Does this or similar mode exist in 3d Coat? https://www.youtube.com/watch?v=gQht6S7aWDg
  7. sounds strange because I used LSCM algorythm for unwrapping. so, looks like 3D Coat has a possibility to unwrap correctly, but can't due the lack of projections
  8. Does it mean that it is not possible to make correct unwrapping with 3D Coat? But I've seen it is possible - here from here I used Silo2 for unwrapping, but it would be netter to use one software for all steps.
  9. You have a lot of seams on lateral surface. the problem is that I need lateral surface in one piece, with one seam. I can realise such UV in another software, but not with 3d Coat. Try to open my model with "keep UV" and you see.
  10. here it is, unwrapped in Silo2. but if you unwrap this model in 3dCoat with planar for every island - you have a distortion as I posted before. So, if you know how to make the same unwrapping as I made in Silo2 - I would be happy. making seams in Silo is terrible. pill silo UV unwrapped.obj
  11. look - it is a same object unwrapped with another software. how is possible to reach such result in 3D Coat?
  12. 3dCoat says that not all islands are absolutely planar, but I tried in another software and got correct mapping. so, they are planar enough. 3d coat is able to make planar for top and bottom parts, but that long one always looks strange
  13. with planar I have something like this
  14. Hello. I'm trying to unwrap cylindric body and I already used different ways, but every time I have distorted texture. Please, tell me what is wrong? How is possible to unwrap cylindric body to plain planar rectangle island with two circle islands?
  15. anyone? I still need your help
  16. Hello. I would like to ask how is possible to place UV islands together without distance?sometimes I need to place a continuous texture on several neighbor faces of cylindric surface. I found that it is possible just to move an island to another one, but anyway I have a space between them. So, is it possible to place them together without a space?
  17. I think to create some splashes for 3d printing and some for rendering with bottles
  18. it is more for Zbrush and other software. So, is it only way to set particles manually and deform ones in 3d Coat?
  19. Hello. Does anyonu have an idea how to sculpt water splashes and drops? I've seen some tutorials for ZBrush, but didn't found for 3D Coat. Is it possible in a while?
  20. How can I reach that option? Also I've seen that it is possible to use different types of texture projection foe smart material viewer, but I can't find how to set this projection for model and mapping. Let me know where to search, please
  21. it is impossible even to have bump maps from shaders?
  22. Hello. Im trying to use in some way these shaders from sculpting room. As I can see I can export textures only when my object is UV mapped. And when I import an object for UV mapping it is possible only paint this object and it doesnt appear in sculpting room where I can set shaders. How is possible to have exported textures with colors and shaders from sculpting room?
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