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bcgreen24

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  1. The issue is not that I can't paint on the object (as you can see in my screenshot)...the issue is that when I am in an orthographic view, I would expect to be able to paint on a cube's surface without the paint affecting the adjacent faces.
  2. Is this how it's supposed to work, or is this a bug? When I have a cube in front orthographic view and paint a face, color ends up getting applied to all the adjacent faces.... Thanks, Bryan
  3. No, I mean when you return to the 'Modeling' room, you're not able to edit the parts that have been 'kitbashed' onto the main model. How do you combine the kitbash parts with the model so you can perform polygonal modeling on the whole thing? At this point, when I return to the 'modeling' room, I can only affect the original model, not the kitbash parts. The documentation is virtually non-existent for the 'kitbashing' room. Bryan
  4. OK, I managed to answer my first question myself; I see that there is a way to split all 'joints' into separate layers, each of which can be transformed individually. But, now: how do you merge the kitbashed parts onto the main geometry when you're finished?
  5. Quick question: is there a way to move kitbash parts around (in the Kitbash room) after they've been placed? I placed a bunch of parts, and realized that one of them needs to be adjusted-- do I have to start from scratch? Also: how do you merge the kitbashed parts onto the geometry when you're finished? Thanks! Bryan
  6. Hmm...and now it seems to be working; I did a quick test: 1. Started new project (voxel sculpting) 2. Created a quick test sculpt 3. Ran 'Autopo for Per Pixel' from the right-click menu in the layer 4. Completed auto-retopo in Retopo room 5. Switched to UV room and now see my object with UVs Not sure why my other project wasn't working; I must have performed some operation that screwed things up. In any case, I was able to use the 'export/import to obj' workaround for that project, and things are working normally in this test project.... Thanks! Bryan
  7. ? I am painting the object in the paint room-- and although I can see my UV's in the retopo room, I don't see anything in the UV room. The only way I've made the UV room 'work' is to export my model out as an OBJ and then re-import it-- when I do this, I see the model in the retopo, uv, and paint rooms... Bryan
  8. The 'Clear Seams' command also doesn't seem to do anything; all my seams are still on the object after running it...
  9. Hi, all! After creating and unwrapping a UV map, I can see the UV preview in the Retopo room-- but when I switch to the UV room, there's nothing there...can someone help? Thanks! Bryan
  10. Hi, all! I was under the impression that you could bake 'render room' shaders onto an object so that the material can be exported as images along with the mesh. If this is possible-- how the heck is it done? I can't seem to figure it out... Thanks! Bryan
  11. LOL, in the first draft it only had six legs...I had started randomly doodling and didn't leave room for the other two legs. Thanks for the kind words! Bryan
  12. First crack at an octopus-type creature...this is just a screenshot of a real-time render done from within 3DCoat using the AWESOME PBR materials.
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