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Devbro

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Posts posted by Devbro

  1. So since 4.8 when I go to bake from Retopo room, there's like a 50/50 chance my whole Pc will just shut off. I make sure 

    -There's no NGons

    -I'm in Global space

    - I fill voids

    I was even restarting 3d Coat before the bake everytime which helped but now it seems to be crashing everytime. Not sure what the problem is, would appreciate some help.

  2. Thanks, I originally modified the settings of the texture to 0 to get it looking smooth but I had to have a value over 0, didnt think of that. 

    Then I changed the casting to larger to get it looking smoother. But theres still these problems near the nose. When I'm looking at the inner and outer shell during baking theres not problems in that area so Im not sure. Is it possible that the outer shell is touching itself in the nose area and causing that?

    newLayer.png

  3. Hi, I can never seem to bake all the sculpt information onto the Retopo Mesh. The Paint Layer ends up black everytime. When I uncheck the paint layer, this time it looks like its capturing polygons on the normal map near the models nose.

    I have Symmetry and Virtual mirror unchecked.

    I changed to Global Scale, and scene scale is 1.

     

    Pictures are paint layer checked. Paint layer unchecked, just normal map and occlusion. Original Sculpt.

     

     

    originalsculpt.png

    paintlayerunchecked.png

    blackpaintlayer.png

  4. Hi, I'm making a mesh which will have different armors. I first sculpted all the details and baked all the objects onto a low poly retopo mesh. I took all the pieces arm, leg, chest etc. and merged them into one UV Set in the UV room after painting. Is it too late to go back into the sculpt room and make some modifications and bake these onto the same retopo mesh so I can get a different armor look? I want to be able to have the same mesh and only have to rig it once, and be able to switch out textures. But it seems I have to have multiple Uv sets. Is this possible and/or is this the best way to do this?

  5. On 12/4/2016 at 3:50 AM, Carlosan said:

    If you would send me the model, then I could take a look at it. Zip it and post it for download or send me a pm with the link.

    Ok I zipped it and the total size is about 950 mb. It was 3.4 gb before being zipped is that normal? Anyway I can't send a file that large through a message.

  6. On 12/2/2016 at 2:54 AM, Carlosan said:

    Vertex normals are invisible lines pointing out of a 3D model's surface, at each vertex. The game compares these normals against a light's direction. If the light is directly facing a normal, the surface is brightest there. When a normal is facing away from a light, the surface doesn't get lit by it.

    Source...

    Oh oops I didn't see instructions for the flip normals in the previous post. Yeah I just tried that and the objects are still unlit. :/ This file was on another computer that crashed, so I took the file and installed 3d coat on this current one, all of the other objects were fine in this file that I transferred, do you think that has something to do with it?

  7.  

    Just now, Carlosan said:

    Check the bottom of your screen, you have a red warning about  the layer being non-uniform. Voxels need to be uniform. Whenever you stretch the voxels along one axis only, they become non-uniform.

    Right click on the vox-tree ear layer and select global space or uniform space to fix the problem.

    Hi thanks, I just tried that but nothing changed, all the other layers are lit up just fine as well so it's not the lighting.

  8. Hi, working on my first model, just got to the retopo room yesterday. I finished two different retopo objects, and I am working on my third. I noticed that when I hide the other two, so I can work on my third the retopo tools still act as if they are there. I was wondering if I can turn this behavior off or is it a bug? It's hard to add quads when the invisible retopo objects are in the way.

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