Jump to content
3DCoat Forums

houGenie

Advanced Member
  • Posts

    124
  • Joined

  • Last visited

Everything posted by houGenie

  1. @Digman: What I want to do is to delete all objects but the magazine and spread the magazine islands to the whole UV space (0..1). All paintings I have done in the layers (painting room) should be preserved but use the new UV arrangement. Normally you would do that in the UV room and then go back to paint room. But when I do that, the magazine looks weird, it must be ther normal map:
  2. Ok thanks. What I want to do is to pack the UVs in the scene file. There were previously more meshes in the scene file which I deleted. Now I want to assign the free UV space to the left object. The file is compressed, otherwise it would be about the limit. Thanks for the help! magazine2.7z
  3. @Carlosan: Thank you for the tip, but it did not help. But it looks different now. I can provide you a file if you want to look.
  4. I have tried this procedure. But the normal map is not recalculated for paint room it seems, when I change the UVs in UV room. Any idea why ?
  5. Normal Flatten Tool does not have a depth setting. And blend mode of layer unfortunately does not change anything.
  6. Another day, another question I am using the Normal Flatten Tool in paint room. And it works nice when I am using it on painted depth. Painted depth is added to the normal map when painting and the Normal Flatten Tool removes this depth when used on the same place. But it does not work on normal details which are from the baking process. Then the Normal Flatten Tool ignores it completely. Is this intended ? And how can I correct normal details which come from the normal baking process ? One way is to use CloneTool on the normal map in Texture Editor. But would be nice if it would somehow be possible to edit baked normal details in the viewport. Thanks in advance!
  7. Yes, I have tried the different modi, but none was sufficient. I mean, add, subtract or magnify are all not correct for this case. You need something like reset depth to zero or smooth it even. The Normal Flatten Tool does this, as I see it, but not always perfect. Edit: Found a mode which works good. Set the blending mode "Suppress Depth" and use the Normal Flatten Tool. Most of the uneven edge goes then away.
  8. Unfortunately it did not help. The Normal Flatten Tool helps a bit. Had to load the maps in an external paint app and did a blur over the edges, and now it looks okay. Thank you nonetheless Carlosan!
  9. Hi guys, I am trying to paint over a place on my model with a brush in blue color. As you see in the picture below the brush does not paint over everything although the opacity is 100 percent for the layer and the layer is the top most one. It seems like the "depth" Information is not overwritten when you paint with the brush. I have used the "Height adjustment tool" and the "Normal Flatten Tool" but with really poor results. It seems with these tools you cannot draw in the top most layer but must draw in the layers which contain the depth information, which seems really odd. Is there a way to overwrite the depth Information in the top most layer ? Edit: Seems like the Freeze Tool does not work with the Normal Flatten Tool, is this correct ? Thank you very much!
  10. Yes I am using the newest version. With simple sphere it works like expected. It even works with my model, if I fill the texture again and at the same moment reposition it to my liking, and then changing the smart material it works with "Refill Material". But it does not work in the current state of my mesh, means, if I change the material and make a "Refill Material" then it retains not the position. So it works, if i reposition first. Seems like the mesh is in a strange state. Really strange.
  11. In the new version (I think introduced in 4.7), you can paint the cage with a brush. I think this is a better solution then the older sphere method. And you don't need a script to combine the different UV sets, you can do this with "Unify UV" in retopo room, but as you said, the baked maps are not combined.
  12. Yes, I have UVs and use the UV-Mapping.
  13. hi, currently I am working with smart materials. I wanted to change a smart material I already have applied (e.g. some opacity changes in the layers of the smart material). After the material changes I use "Refill Material". Now the problem is, that the layer is filled with the material, but the position and scaling of the texture is different from the original. Is there a possiblity to update a smart material and make sure that the texture is placed the same way ? Have tried Mtl. History and it is the same. Any suggestions ? Thank you!
  14. yes, the load is big. So I am not expecting it to be faster, wanted only a work around. ;-)
  15. It is Independent of brush radius. Everything is really slow, if I use 4k textures. For example if painting with fill. It takes everything some seconds to process. The polygon count is not so high, around 30 000 polygons in paint room and 5 million in sculpt room. Have a 1070 GTX with i7 6700K and 16 GB ram.
  16. Import your model in sculpt room and use the brushes.
  17. Hi 3d coat users, is there a possiblity to scale the various maps of the layers of a smart material independently?
  18. You are of course correct. Unfortunately I work in 4k and the performance is really slow. So I would at least work at 1k (which is fast) and export 4k. But you are correct, Painting will not be scaled properly. By the way my computer is a newer one but for some bigger models it is a pain to work.
  19. Carlosan, thank you. I appreciate really your help. You are very active here, thank you! I am not sure we are talking about the same thing. Let me illustrate it with some pics. In pic 1 we see a smart material attached to the layer in 4k. In pic 2 we see the same material but with a stroke. In pic 3 we see the material downsampled to 512 with Textures -> Mesh & Texture Resolution In pic 4 we see upping to 4k with Textures -> Mesh & Texture Resolution. Now you see that the storke is aliased, because it was only resized not recalculated. So how can one avoid that the strokes are aliased when one upes the texture resolution again.
  20. Yes, UVs are there. And the voxels are not shown. It is because of the orthopgraphic view it seems.
  21. Can it be that it correlates with the orthographic view ? Seems like the orthographic view destroys the material. When I switch to normal view, it renders okay.
  22. Hi, in paint room I always deactivate the option Edit -> Show Voxels in Paint Room. But when I start the program another time the setting is again reactivated. So my setting was not saved. Any ideas how I can deactivate the "Show Voxels" permanently ? Thanks in advance.
×
×
  • Create New...