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houGenie

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Everything posted by houGenie

  1. Hi 3d coat users, I am texturing my mesh and sometimes I get some weird textures if a material is applied to the mesh. See Picture. I have tried various things to get rid of this "super bump look". Any ideas where the problem is? The interesting thing is it happens randomly. Thanks for the help!
  2. Okay it works how you mentioned it Carlosan. Unfortunately manual changes like text and strokes will of course not be recalculated but only resized. So this approach works only for materials without handdrawing on the model. The handdrawing will not be recalculated (would only be possible if the strokes are stored as vectors). I am thinking how one could circumvent this, otherwise it is not really practical ;-(
  3. Ah nice. I will try it.Did not know that the attach material function was thought for proper resize of the textures. Is this the only function to "attache material"?
  4. Had these problems never. Very stable on my end. Make sure you have enough Ram and the newest drivers. You can also test the OpenGL version of the programm.
  5. Okay for resizing textures the new function is Textures -> Mesh & Texture Resolution. If you reduce from 4k to 1k it works, but from 1k to 4k the quality is the same like in 1k but with 4k resolution. This means this is a simple resizing and not a recalculation. I am doing something wrong or is this a bug ?
  6. Okay thank you. Can someone answer the questions? In 4k 3d coat processes very long so I would like to use 1k textures for work.
  7. Hi guys, there are three new features in 4.8 which interest me but I cannot find any documentation or videos how to use them: 1. Attach material to the current layer. What does this feature and how can I use it? 2. Material History? Is this only for selecting a material, one already used? What is the advantage to selecting the material from smart material window? 3. Working with 1k textures but exporting 4k. How can I do this? Thank you very much!
  8. Perhaps Bake -> Bake Selected Only helps you (in Retopo Room) ?
  9. 3D Coat is really an awesome software with really cool features. But I am with you, some things are really cumbersome and not so standard. The whole workflow with the various rooms comes to my mind. Or the selection of multiple layers, is it possible ? Did not find a solution. But I like it more then SP nonetheless.
  10. A cumbersome solution unfortunately. Would be cool, if the H key would work like in sculpt room. But thanks for the tips!
  11. Fantastic video, thank you very much! There were some nice things which were still open to me and are now solved. But one thing remains open. How do you create assets for unity AND unreal at the same time? Because unity uses another tangent space than unreal you must select a different "Normal Map Software Preset" when baking. So a normal map created for unity can not be used for unreal. This means, you must rebake and then the paint work gets lost. Is there a solution to this Carlosan? Of course the solution could be, that when you export the maps and select another Normal Map Software Preset in the export dialog, then 3D Coat recalculates.
  12. Nice question! I know no solution for this. Sure you can give some meaningful names, but this is another story. But with the H key it looks like an oversight that in the paint room it does not really function.
  13. Hi, working with 3D Coat and having a question. Say I want to change some baking parameters from retopo room and rebake the maps, for example the resolution of the maps. Then unfortunately the old maps/ meshes are overriden, so paintings in paint room get lost. In retopo room there is a command Bake -> Update Paint Mesh with Retopo Mesh, which seems the right thing, but when executed I get some really weird display errors in the paint room. With weird I mean artifacts and such, especially the normal map looks really weird. Is this the wrong command, is there an alternative ?
  14. Hi, I want to bake my normals. But the brush for cage adjustment behaves very unpredictable. There are regions which inflate very fast and some regions on the mesh donnot even move. An example picture is attached. Has someone an idea what is going on?
  15. I think you have only one smoothing group on your model. So your normals seem not to be correct. I had the same problem with objects which have hard edges when importing in vortex room. There is no option for normals when importing?
  16. Hi guys, quick question. Is there a possibility to group paint objects in the paint objects windows for objects which came from retopo room when baking? Some times I need to delete them and then I must delete them one by one, very cumbersome for complex objects. Or is there a way to select more than on paint object? If yes, one could select many at once and delete them.
  17. Perhaps you did not select the correct part of model in the vox tree?
  18. Okay thanks, will try it with the tweak room.Do you have an idea how I can add additional UV seams in retopo room and update the UVs without pressing the UNWRAP button, which destroys all manual changes? Update Islands does not what it should it seems. Optimally i would like to presse the Update Islands button and then the Pack UV, unfortunatelly this does not function.
  19. Even when you only adjust vertex positions? This ist not a topology change.
  20. I have seen many of the videos and unfortunately did not found any answers to the questions. Searched even the forum for answers. For example the question with reimporting the retopo mesh without loosing UV unwrap, it is essential but no answers. Perhaps you can link me to a video which answers at least this specific question?
  21. Hi 3d coat users. I am proud new owner of 3d coat and play with it around for one week. Really happy with it. I am trying to optimize my workflow so I have some questions. I hope you can help me. What I am doing at the moment is the following: Import high poly mesh (HM) with "Import Mesh for voxelization" but without voxelization. Import low poly mesh (LM) with "Import retopo mesh". UV unwrapping, and then normal map baking. So some questions to this constellation: 1. How can I replace the retopo mesh (LM) with a new LM without UV unwrapping again (mark seams, unwrap, packing, fiddeling around with UV Islands and so on). Because sometimes you want to correct the LM and then you must reimport it in 3d coat. What possibilities are there, and what exact menu commands should be used, there are many import commands ;-)? 2.Is there a way to save the UVs and import them again on a similar mesh? Or at least the seams. 3.If one changes seams in the UV unwrapping process, you must always UNWRAP, otherwise the UVs are not updated (even "Update Islands" command does not work). Manual changes on the UVs are then lost. How can I prevent that? 4. How can the UV checker texture density be changed? Because I have an object with a lot small details (small UV Islands) and the checker in the checker textures are too big to be any help in the viewport. 5.My normal map has stepping effects (aliasing effects). How can I prevent them? The issues goes away with higher resolution normal maps. Is there a build in method in 3d coat to anti-alias? Thought the normal dithering option in the bake menu would do that, but it has no effect. 6.It seems that the LM must be triangulated before the normal baking process, otherwise ngons create black artifacts. But triangulation makes seam selection difficult. How can one solve this ? 7.I have found that the paint object which is created after the baking process has only one smoothing group (at least it seems so), if you deactivate the normal map in the layers window. But the original retopo mesh has different smoothing groups (many hard edges). There is an option if you bake called "Auto Smooting Groups", it is deactivated. So I would expect if the normal map is deactivated, the painting object would have the same normals like the retopo mesh. But this is not the case. Can someone explain this to me? Is this expected and correct? I know these are so many questions but I hope some ppl can help me. Thanks in advance!
  22. Yes the cage needs adjustments. Another reason might be, that your low poly mesh is not triangulized. Ngons create black places.
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