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pickers

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Everything posted by pickers

  1. Select all the faces and export selected.
  2. .9.09 1) stencil issue as seen in the pic. Please ignore this. Stencil :: modulate will resolve this. 2) still cant drag the obj to model folder in sculpt room or drag retopo obj to rtpmodels folder in retopo room. 3) shape lasso tools is still missing for voxel mode. 4) Symmetry for radial symmetry in retopo room is still misbehaving (flat hex or cube). Works fine for xyz symmetry (cube). Didnt try for radial mirror.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. After baking "normals" in retopo room, goto paint room. uncheck view>> show voxel in paint room. textures >> calculate curvature textures>> calculate occlusion
  9. 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.
  10. 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.
  11. 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?
  12. try this and see if it works for your SL version. - enable it via edit>>preferences. - restart the 3d coat program.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. I have downloaded the newest 4.9.05 but it faced the same issue. The face selection, after deletion of that face, would automatically be changed to edge selection. I cant find any settings to turn this off.
  18. 20.07.2019 4.8.44 - Deleting selected faces in retopo room leads to boundary edges selection. How do i turn off the above feature?
  19. symmetry as in left is the same to right? Try and see if the following helps : 1) delete the other half side, 2) seam and unwrap 3) select all faces 4) enable symmetry (select Y if your object is facing X red) 5) " move selected face to current layer " icon (at the bottom of the retopo room near the trash can icon) 6) bake
  20. Hi, I just bought a laptop with touch screen. I was wondering how to use the touch screen as a pen input to sculpt in 3d coat. Right now, i could only move the view in 3d space but couldnt "single finger" or "capacitive pen" sculpt on the object via the laptop touch screen. I have tried win-tab and tabletPC for tablet interface (preference), it doesnt seem to do anything. Can someone advise me on this?
  21. Generally i would have them as separate objects in the sculpt room, retopo them individually then bake them once (names correspondence with baking). Makes flood painting (smart material) easier. In short, speedier process for me.
  22. i have substance designer for the hope of creating procedural texture. But it brings more pain than satisfaction in creating texture in terms of time and effort just to create one. Not to mention the time invested in learning. It has its own quirks as well. Now i just use it for creating seamless textures or converting normal/height etc. I hope more love can be given for 3x3 tiling (similar to procedural textures). Where models can be dropped to the parent folder and it will auto propagate to the rest of the 8 tiles. We just have to color flood the models individual without the need to hand painting. And another would be seamless sculpting across the tiles. I had managed some trickery to get it to work somehow, but proper solution should come from 3d coat.
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