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Metin Seven

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Posts posted by Metin Seven

  1. Hi @Carlosan,

    I've tried your tips, and I succeeded to a certain extent, assuming you have to press Unwrap after performing the Auto Seams.

    Then I went to Bake menu ➔ Retopo Per Pixel (No Baking).

    Finally I went to the Paint room, but things don't work how I expected yet. I can see paint being applied on the texture in the Texture Editor, but I don't see it on my object, only sometimes I see it on the object, and if I apply a text, it looks very jagged and doesn't show up in the Texture Editor, as if vertex colors are used in stead of the texture.

    Thanks,

    Metin

    Screen Shot 2017-10-30 at 13.07.03.png

    Screen Shot 2017-10-30 at 13.08.09.png

    Screen Shot 2017-10-30 at 13.15.53.png

  2. Hi,

    Sorry for all my questions, but I'm still exploring 3D Coat, and loving it.

    I was wondering:

    If you take a voxel object straight from the Sculpt room to the Paint room, you'll be painting with vertex colors.

    What's the best / easiest way to convert a sculpted voxel object to an automatically UV-mapped mesh that's ready for UV painting in the Paint room?

    I assume the key room for this is the Retopo room, but what steps should I take if I want the voxel object to be meshed and get UVs in stead of going through retopology?

    Many thanks,

    Metin

  3. Thanks Chipp,

    I'll use that workaround, no problem.

    One more thing: the Transform Curve option doesn't seem to work here (I'm using 3D Coat beta 4.8.03 for Mac OS). If I check it, I'm still transforming individual points in stead of the entire curve. This goes for all curve-based tools (Curves tool, Text tool, etc.).

    Edit — Sorry, my bad, you have to click once on a curve point to activate the transform gizmo, then you can translate the entire curve. Newbie struggles. :)

  4. Hi,

    I was wondering if the following workflow is possible:

    1: Sculpt a model using voxels and/or surface tools.

    2: Use Autopo to give a nice quad topology to the mesh.

    3: From the Retopo room, send the retopo object back to the Sculpt room, so you can sculpt on the retopologized mesh.

    I guess a workaround is to export the retopo mesh and import it into the Sculpt room, but I hope that isn't necessary.

    Thanks,

    Metin

  5. Hi,

    I've recently bought 3D Coat, and I'm exploring this wonderful 3D tool.

    Coming from ZBrush, I miss a mask / selection option among the voxel tools, but discovered that the Pose tool is quite a competent alternative.

    I'm wondering now — Is there an option to inflate a Pose tool selection? That'd be very useful to expand areas along their normals.

    Thanks,

    Metin

    • Like 1
  6. Hi,

    I've got beta 4.8.03 installed, and encountered some odd behaviour, but as I'm a 3D Coat newbie I don't know if this is related to the beta or not. My apologies if it's not.

    The issue is that when using the Constructor tool, the Smart Placement option doesn't work most of the time. It only seems to work in corners that have three surrounding sides.

    Some info:

    I'm using MacOS (High Sierra), graphics card = NVidia GeForce 780M with the latest NVidia Web drivers, and I've got some customized viewport controls (RMB = Orbit, Ctrl + RMB = Zoom, Alt + RMB = Pan).

    Thanks,

    Metin

  7. Hi,

    I wanted to add to this to the Feature Requests section, but somehow that section is inactive when I want to choose it from the section list for a new topic.

    But maybe the function is already there, so I thought to ask it here:

    Is there a 'repeat last stroke / action' function in 3D Coat? I use it a lot in ZBrush: creating one stroke and repeating it a few times to accumulate strokes along the exact same trajectory.

    Thanks in advance,

    Metin

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