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GimbalLock

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Posts posted by GimbalLock

  1. Hi Forum,

    I've learned how to make a retopo mesh conform to a sculpt using the Move, Transform and Pose tools with "Conform Retopo Mesh" ticked on. Works well. But I wonder if there's a way to work freeform on the sculpt using all the voxel tools and then in retopo room make it conform afterwards? I'd just like to be able to use more tools and sculpt normally.

     

    This is for creating morphs, so I have to have a retopo mesh that stays intact vertex order.

  2. Hi Forum,

    I made this hideous test model to try making displacement maps. I baked it onto a plane to create a height map for displacement. Preview in 3dCoat looks identical to sculpt, but the exported map has only two values, extreme black and white. Result below. What could be the cause? I exported displacement as 32 bit tif. As exr it just becomes 50% grey.

    3dcDisplace.jpg

  3. Hi forum,

    I often use 3dCoat for creating a voxel sketch, paint textures directly onto the voxels and then render the object in 3dCoat. Done! However, for some projects I need more render features, for example a concept design comprised of multiple buildings etc that need to be aligned with a backplate, have a proper camera etc, so I´d like to move everything over into Octane Render. I know how to do this with a retopo'ed, UV-mapped, properly textured object, but when doing concepts this process takes too long, as many sketches will be discarded early in the process...

    So I guess my question is, what is the fastest way to get a voxel model with no UVs but textures painted straight on the voxels into an external render engine? I assume that even Instant Meshes will make me lose the freely painted textures in the process?

  4. Well, it's modelled like this externally to fit into a model, based off a piece of a sphere so there was never a point where I had things straight and could throw in some straight UVs. I want to fit a fabric texture onto it, bending along with the shape, and each puff/blob should have some microfolds around it at fairly precise locations, that I could easily repeat in PS if the UV island was straight. Otherwise I'll have to paint them on each individual square one by one and it would be nice to have a trick for the future that makes such things much easier.

  5. Hi forum,

    I love the 3d Coat UV room. Like, genuinly - I used to loathe UVs utterly before I jumped into 3d Coat.

    But - I'm having difficulty finding a way to bend an island, and I have a hunch that it's not possible in 3d Coat. I know the method of straightening loops vertically and horizontally, and it's super, but mostly works for clean grid meshes - for this mesh I can't use it, because each square has a semi-round blob inside it and they get messed up.

    Is there a trick in 3dCoat for making this island a straight rectancle? The texture distortion that comes with that is ok. I just wanna be able to place a pattern along the rows of blobs when texturing. (and warping one in photshop to fit the UVs didn't really hit the mark.

    WarpUV.jpg

  6. Hi Falconius,

    Thank you for the help.

    When trying the first method, the copy tool wouldn't paint a stroke, but instead the original (ref) mesh would become selected - when brushing over it in a seperate layer as you demonstrate. I couldn't really make it work, I wonder why. Settings looked the same.

    The second method worked very well, and I ended up using that. It also had the benefit of supporting other alphas than round. Thanks again!

    • Like 1
  7. Hi forum,

    I need to paint 3d strokes along the surface of a solid object, and then hide/delete the original so only the strokes exist as a hollow mesh with the overall shape of the original model.

    But I can't seem to find a way to put down clay in a seperate object and have it align to the surface of the first - is there a way?

  8. Hi Forum,

    I have a scene made up of mesh in Surface mode, sculpt room. I can render this in 3dCoat without retopo or uvs. But I want to add a poly object (UV'd and textured elsewhere) into this scene. If I import it into the sculpt room, it will lose its UVs and textures (understandably), so I chose to Import Object from the file menu. It loads in fine as a poly object, and by ticking "Show Poly Objects in Sculpt Room" I can see it in my scene - I just can't move it around with the Transform Tool. I can select the object and Transform gizmo appears, but it only moves itself around not the poly object. I would rather not have to import the object as a voxel surface and lose the UVs / textures. Is it possible?

  9. Hi Forum,

    I'm new to sculpting in 3dc and it's very intuitive, but one tool/function I'm having problems with is one that can paint a clean ridge/stroke across an uneven surface. Imagine a very hilly, lumpy terrain - then a brush that paints a flat highway through that terrain, either creating bridges and canyons along its path, or a compromise depending on pen pressure. Is there such  a tool?

    If I have made a long fold in something soft, like fabric, and it appears a bit crumbly, I imagine this type of tool could be brushed along the top of the fold, making it more line a smooth spline.

  10. Hi Forum,

    Am I missing a setting somewhere regarding this?

    When I change a texture resolution to a custom number,  let's say I have it at 2048x2048 and set it to 3072x3072, 3dCoat respects my input (showing it as "3 072"), but when closing the window and returning to the setting, it has set the scale to 4k standard. It seems to jump to the nearest standard texture size despite having an option for custom input.

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