glmr
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Posts posted by glmr
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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
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2 hours ago, AbnRanger said:
To be honest, you shouldn't be doing UV's on a high poly model, IMO...but on a low poly retopo/target mesh. Unwrapping will suck using unfold algorithms, no matter which app you edit UV's in. The lower the density, the better the unwrap result. High Poly = High suckage level. Low Poly = Low/No suckage level.
I must use high-poly for high-resolution rendering
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2 hours ago, Falconius said:
Use the UV Path tool. To me that zbrush video looks more complicated than UV's in 3D Coat which are very straightforward.
If you have the Mark Seams tool selected you also have the option to use Auto Seams and 3d coat will just do the UV's for you.UV Path tool doesn't work correctly with high-poly also
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I know. But marking seams for high-poly models is a kind of pixel-hunting.
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I found this wonderful video about UV unwrapping in Zbrush. Does this or similar mode exist in 3d Coat?
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how?
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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
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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.
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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.
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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.
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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
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anyone? I still need your help
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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?
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I think to create some splashes for 3d printing and some for rendering with bottles
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it is more for Zbrush and other software. So, is it only way to set particles manually and deform ones in 3d Coat?
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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?
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thanks, I'll try
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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
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I have a same question. Help, please.
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it is impossible even to have bump maps from shaders?
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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?
[Solved] PBR smart nightmare
in General 3DCoat
Posted · Edited by glmr
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!