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Bowcutt1

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Everything posted by Bowcutt1

  1. Hi I bought this but it was $49.99 not $9.99 is there anyway of getting a refund and just paying $9.99?
  2. Hi Digiman, I have followed your steps as outlined, deleted the mat file and the line from the obj file the imported and re-exported but I still have no joy. See the attached video as an example, is there anything obvious I am doing wrong? Thanks for your help. I suspect that this is not absolutely critical to the workflow I need, but it would be good to understand the mistakes I am making. ERROR (2).mp4
  3. High Michaelgdrs The tutorial looks interesting will this work for high resolution assets as well as low poly game assets? Cheers
  4. Hi Digiman, Thanks for this i'm starting to better understand how this process could work, I intend on following the process outlined below to create high quality assets for product and architectural visualisations so ideally want a high & mid poly versions of assets with high res maps. The process I'm roughly trying to follow is taken from HERE but it is described using Z brush not 3D coat. The process is as follows: 1 - PHOTOGRAPH OBJECT FROM MULTIPLE ANGLES 2 - CREATE MASKS FOR ALL SETS IN AGISOFT PHOTOSCAN 3 - CREATE HI POLY TRIANGULATED ASSET 4 - IMPORT UN-TEXTURED SCAN INTO 3D COAT 5 - CLEAN UP 6 - AUTOPO TO CREATE A MID POLY VERSION 7 - UV MAP 8 - BAKE NORMAL AND DISPLACEMENT MAPS TO THE LOW POLY MESH FROM THE ORIGINAL HIGH POLY MESH 9 - EXPORT HIGH AND LOW POLY VERSIONS OF THE MODEL. 10 - RE-IMPORT MODEL INTO AGISOFT PHOTO SCAN TO CREATE THE DIFFUSE/COLOUR TEXTURE WHILE PRESERVING THE CLEAN UV'S FROM 3D COAT. RESULTS: 1 - HIGH POLY TEXTURED MESH FOR CLOSE UP SHOTS 2 - LOW POLY QUAD MODEL WITH NORMAL/BUMP/DISPLACEMENT MAPS. What do you think of the above method, would it be the same in 3D Coat? or is there a better more efficient way of achieving the same results? Thanks for your help so far it has been invaluable.
  5. Hi digman, Thank you very much for taking the time to look into this and for finding a solution. I will follow the steps you have described, I will also subdivide the mesh to achieve a higher quality. For future reference is there a reason why this isn't working correctly, could it be the type of material applied to the model before exporting? Many thanks
  6. Hi Abnranger, Thanks for your comment. I understand these points, I'm not expecting to see a UV mapped mesh in the sculpt room. But... I am expecting to see the map colours baked into the vertices as shown in the video. It works when I import a simple UV mapped sphere with map applied. Colour information is missing when I import my scan model. What I am trying to understand is why is there no colour information on the scan model and how to resolve this? Many thanks for your help so far.
  7. P.S. I have seen your comment in another post about importing into the paint room and importing the maps and then re exporting I will try that again.
  8. Hi Abnranger, Thanks for this, I have already watched these videos, and I think I understand the basic concepts. The issue that i'm having is that when I import my model into the Sculpt room it doesn't seem to show the maps, where as the sphere that I tested does. I have ensured that maps and mtl files are in the same folder as the .obj file My model just appears with a basic shader and no colour information, is there something I am missing in the import options? Thanks for your help.
  9. Hi, I am new to 3D coat and am currently trying to understand the workflow for importing a scanned mesh, cleaning it up, retopologising, cleaning up UV's and exporting. I have a scanned mesh which I have exported as an OBJ from 3ds max. If I import it into the paint room the texture is missing but I can re-import the texture and all appears fine (see screen grab '1 - Paint Room) If I then try and import the same mesh into the sculpt room again the texture is missing but I dont see a way to re-import? (see screen grab '2 - Sculpt Room) If I try to import a simple sphere with Unwrapped UV'S into the sculpt room it comes in straight away with the texture applied. (see screen grab '3 - Sphere test) Could anyone suggest where I might be going wrong or suggest a better workflow? At the moment I am a little lost. You can download my model HERE in case you wanted to try it. Many thanks for any help and guidance received.
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