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pickers

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  1. pickers

    UV broken

    This is how i would usually solved it : 1) mark seam >> select the problematic islands in the UV map 2) Select>>GU (or any specific unwrap method) I had an obj with these issues but need to GU a couple of times in order to get the proper UV mapped shape. Cant be sure what caused these issues.
  2. pickers

    Baking Normal, AO .. to a single Base color texture

    Basic blending wouldnt work for normals. Maybe for AO. It gave me an idea to try it out in Substance designer. Thanks for the help.
  3. pickers

    3DCoat 4.9 testing thread

    4.9.06A 1) Selecting edges in retopo room on selected edges = shift+control = nothing happens. 2) radial symmetry 6 sides in retopo room didnt work well. Using move for one vertex should effect move for all 6 side vertices but it acted weird. 3) in sculpt room & retopo room, trying to shift "sculpt obj to model folder(sculpt room)" or "retopo obj to rtpmodels(retopo room)" didnt work.
  4. pickers

    Baking Normal, AO .. to a single Base color texture

    Thanks for helping. I think i will give this a pass. I cant find any useful information for merging PSD layered file in Clip studio pro.
  5. Hi, Is it possible for 3d coat to bake all the normals, AO and base color whats not into a single color texture? Either in sculpt room (export depth Y) or UV map based in the paint room. Similar to what you get from a direct print screen of the scene WYSIWYG. This is not about texture packing into individual RGBA channels.
  6. pickers

    How to bake Curvature and AO

    After baking "normals" in retopo room, goto paint room. uncheck view>> show voxel in paint room. textures >> calculate curvature textures>> calculate occlusion
  7. I cant change the depth option when smart material is selected. Only Blend is selected. I have managed to solve the issue by chancing upon the "layer blending" tab. Thanks for the help.
  8. Lets say i have two paint layers for a 100cmx100cm tile . Bottom layer is flood filled with mud, upper layer with selective painting of rocks. How to i get the depth of the rock to show up correctly without the mud depth adding to it? I have tried meddling with the depth opacity for both layers but cant get the desired effect. Using 4.9.05 dx.
  9. is there a way to do so without the need to shift+ clicking on the same color again and again on pockets of the same color in paint room?
  10. pickers

    3DCoat 4.8 BETA testing thread

    try this and see if it works for your SL version. - enable it via edit>>preferences. - restart the 3d coat program.
  11. pickers

    Assigning a hotkey to renaming a layer

    I might be missing something here. Double clicking on the layer either in sculpt or retopo room allows renaming. If you are asking about assigning hotkeys to layers, then i dont have the answer.
  12. pickers

    A little question on the Curves Tool

    Probably a surface for it to cling on?
  13. pickers

    Baking Issue

    Thanks for the reply. Yes, i did. It wouldnt work for merged sculpt objects. It would work well for separate sculpt objects to separate retopo objects of single mesh as seen in the pic provided. I dont think i could see far enough in the skinning process to make separate sculpt objs in sculpt room based on the baking limitation.
  14. pickers

    Baking Issue

    Let's say i have a merged sculpt obj of a sphere and a cube in the sculpt room. In retopo room, i have made a sphere and cube separately for the UV. Bake them as per normal but the edges for them appeared to have some baking issue as seen in the pic provided. How can i prevent the baking issue? I would prefer the sculpt obj as merged for this scenario.
  15. pickers

    UV mapping suggestion

    I hope they can give us for UV mapping: 1) better rotation tools. (exampe shift +left arrow to slowly turn in left direction.. or space to enter rotation angle based on the original unwrap) 2) allowing strip tool to be use for "mostly" quads islands. Currently only quad based islands are allowed to be stripped (pun intended). 3) correction orientation (z-up) when copying and pasting islands in UV map. Right now it is all over the place. Have to add cuts to make sure the orientation stays correct. I am spending more time squeezing UV space than manual retopo or hard sculpting.
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