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makco

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  1. Javis Thanks for the answer. I was hoping that the vertex numbers would stay as long as you sculpt not in voxels or liveclay... as know that will change the vertex numbers therefore morph wouldn't work... I would just be great to be able to add some details on a mesh that is fully unwraped and subdivided....currently I can add some details but using normal maps on the paint room, but it would be great to add some further mesh modifications with the great sculpt tools ( without using liveclay or voxels). Thanks again in any case. M.
  2. Dear 3D COAT Team, I used 3D coat for many different tasks, UV creation, painting voxel and mesh sculpting, etc. I run into a situation where i would really like to use a low poly model to create uvs on (as is much easier to create with lower poly of course), and then i would like to subdivide the model and do a bit of tweaking to it. I can use the tweak room but is quite limited, so it would be great to be able to use the sculpt room tools to do the work, or bring more tools to the tweak room... I tried a work around subdividing the mesh with the UVs in max, then import that mesh on the sculpt room, export to obj, import in max and morph (before morph i had to triangulate mesh as it gets triangulated from the export from 3D Coat) This in theory should work, but the vertex order changes and the morph does not work correctly... It would be great if you could import a mesh on the sculpt room and when exporting it without reducing it, it would be the exact same mesh, with same poly numbers and vertex orders.... so we could use the UVs already created. Just a request in case this could come on a future version. Thanks, M.
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