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kev00

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  1. Thanks @Rygaard Not having to switch to the UV room has helped a bit, but the uv tools in the retopo room is missing the apply-uv set option. The reason I'm confused? I guess what I don't understand is when I should be baking or painting. In my mind, before I paint anything I should have the sculpt mesh, the retopo mesh, and the UV's completed. Why should I have to bake before going to the paint room? I want to paint against the high res mesh first, bake down, and then paint textures before exporting. The workflow I'm looking for is sculpt-> retopo ->uv -> paint -> bake -> touchup paint ->export. But the workflow I think 3d coat is looking for is sculpt->paint->retopo->uvs->bake->touch up->export Maybe I'm just doing things in the wrong order for 3d coat. So for me, I don't understand when I should be using each room and that's part of the confusion. Having it in a single room might not be as confusing.
  2. i can reproduce this every single time. All I have to do is add a primitive, click apply, switch to retopo room, right click on the vox tree object and hit retopo via decimate. nothing happens.
  3. I think my ideal work flow would be 1. Sculpt an object 2. Retopo (using auto tools ) 3. Push the Retopo mesh to the UV room without baking. 5. Go to UV room unwrap, fix UVs, then apply uv set 6. Go to the paint room and paint sculpt 7. Bake 8. Paint normal maps 9. Export. my current workflow is very confused, but maybe I'm doing it wrong 1. Sculpt an object 2. Retopo (using auto tools only) - most of the time it never works. I usually just end up using decimate. 3. Bake with normal maps (I don't want to do this, but it's only way I know to get the new mesh in the UV Room) 4. The mesh then appears in the UV room. 5. Fix UVs and apply uv-set 6. Go to the paint room and delete all the baked layers 7. Reload 3d coat because sometimes the paint object looks all messed up 8. Paint 9. Export.
  4. are you suggesting this or is there a way to create UVs in retopo?
  5. As someone who only needs the automated retopo tools I'm finding that moving from the retopo room to the UV room is a bit complex. After I retopo I first have to bake with normal maps and then move the UV room. I agree with you. I've been using 3d coat for over a year and I'm still confused. My noob workflow is as follows. I'm trying to create quick objects for my game. 1. Sculpt an object 2. Retopo (using auto tools only) - most of the time it never works. I usually just end up using decimate. 3. Bake with normal maps (I don't want to do this but it's only way I know to get the new mesh in the UV Room) 4. The mesh then appears in the UV room. 5. Fix UVs and apply uv-set 6. go to the paint room and delete all the baked layers 7. Reload 3d coat because sometimes the paint object looks all messed up 8. Paint 9. Export. Correct me if I'm wrong please
  6. I downloaded and installed the most recent version, but now when I click on Retopo via Decimation nothing happens. Is this a known issue?
  7. When painting is there a way to only fill in the current seam? I could be wrong, but do recall this working for me a while back when I was first using 3d coat. All I had to do was click once and the brush would not fill past the UV seam. For some reason I can't replicate this functionality and I can't find the setting if there is one. Thanks
  8. I have a quick question. I'm making a number of rocks that I want to paint with the exact same layer setup. In this case all my layers are just fills. Is there a way to paint all my rocks in the same way? I guess I could make a new smart material, but I'm not sure if this is the correct approach. Thanks
  9. Did you add them yet? I picked this package up the other day, but I'm not seeing them.
  10. I'm very new to 3d coat, but can anyone tell me what is causing this dithering effect (scratches and lines) on the surface? I'm sure it's something simple. Thanks.
  11. Thanks So it is probably easier to add the new UV sets (in blender) before I import the object into 3d coat. At the moment, I'm importing a single large object with a single UV set. I then add new UV sets and manually move the UVs in hopes that I have them evenly distributed. The end result is single large object that is mapped to several textures. I could be going about this the wrong way, but what I'm trying to do is keep the textures from stretching when I import them into my game. In this case, I'm not looking to tile textures across an object. Some of the creatures in my game are very large 4 to 5 times the size of other characters. So with a limit of 4K I need to break the UVs up across several textures. That way when I import it into Unity a material is created for each exported texture. At this point, it looks like a single 4K texture is enough to make a 2x2x2 unit object look really good, but if the object is larger it doesn't look right. I suppose some layers could be tiled, but I'm not exactly sure how to combine layers in Unity.
  12. Is there a way to automatically distribute UVs across several UV sets? At the moment, I'm selecting UVs (in the UV preview) and then manually moving them to a new UV set. I then use the AutoMap feature on each texture set.
  13. Hi The problem is that it doesn't unpack the assets after I import a 3b file. Event the mesh contains 0 verts and 0 tris.
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