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pickers

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Everything posted by pickers

  1. To make the tip of the blade thinner than the rest of the body, you could "pose" it then scale the side.
  2. That looked pretty awesome workaround. Thanks for the tip.
  3. Hi, I have noticed since a while back that cube mapping is not entirely smooth with texturing especially with the directional corners. How do i circumvent such issue?
  4. Transform tool in the retopo room for the retopo workspace? Can this be done within the UV map? In some cases, it could be A) a more complex retopo shapes (both same odd shapes and "transform" might not fit it correctly) and/or in different retopo shapes (with similar same vertices count) but using the same texture UV mapping. See the image provided. i have tried using rotate UV and flip U/V, they do work well but the orientation will not stay sticky and revert back to the original orientation when copying and pasting or other functions were used.
  5. Hi, How do i copy and paste correctly for the orientation in retopo room? These are four legs that i have pasted together. But one of them seems to go in wrong direction regardless of how i rotate the offending UV and pasting it. So how can i do it correctly to ensure proper orientation?
  6. Normally if i have such issues i would go to the sculpt room, do a cut off at the obj and undo the changes. Then back to the retopo room to try again.
  7. Hi Carlosan, thanks for helping. It wasnt an AO issue. I have found out that 3d coat treats baking separate objects differently despite they have similar outer "skins". Not sure if there was a quick setting to resolve this. So instead of baking twice : 1) bake the top (with the entire vase sculpt obj) 2) bake the bottom ( with the broken vase sculpt obj) I had to bake three times to resolve this : 1) bake the top (with the entire vase sculpt obj) 2) bake the bottom outer skin only ( with the entire vase sculpt obj) 3) bake the bottom inner skin only ( with the broken vase sculpt obj) Thanks for the help. Please mark this as solved.
  8. Hi, i have created a couple of vases. Baked them twice, one for the lower part and one for the upper part to simulate broken vases if necessary in game. However, there seem to be artifact(distortion) with this approach despite NOT shifting any of the vertices in the UV map in the retopo room. Please advise what can i do to solve this.
  9. i have managed to find a solution to have all the separate objects in layers to be selected in a single pose selection. That is to create a fake volume to connect all the objects, pose select it then unselect the eyeball on the fake volume.
  10. Thanks that helps. But the pose tool seems to have some limitation on the empty bookcase scenario. I have to keep using pose tool to make sure all shelves are pose selected or doing invert selection. Is there a way to have all separate objects in a layer to be pose selected?
  11. Thanks! the 2d grid method worked perfectly. The "through all layers" didnt work out for me. I am not sure what is wrong. As seen with the pic below, the inner parts of bookcase wasnt pose selected.
  12. I have two qns for pose tool. 1) How do i use pose tool for single or multiple layers? I have separate objects belonging to a single layer but i cant get them to be selected as an entire layer or as multiple layers. Selection for a single object (as shown with the bookcase below )didnt get certain parts selected. 2) the pose selection is kinda hit and miss as well. What can i do to ensure proper pose selection.
  13. Hi, it does help in getting the placement more in line with the other UV location. Thank you for your help.
  14. Any experts for the paint room? need help to make the paint clone to be in the exact position but in different UV location in the UV map. This is what i want to achieve (in the pic). It works fine for larger object since the slight shift doesnt matter much, but for smaller paints, they would seemed to be in the matrix movie when i animate the part.
  15. Hi, i am trying to clone a painted part from one UV location to another UV location in the paint room. Is there a better solution other than using "transform/copy tool" and estimate the location in the UV map as shown in the image? This solution is kinda of hit and miss for me.
  16. While under mark seam( retopo room), change your brush to rectangle lasso then select the "stacked" islands in the UV map by clicking dragging.
  17. Thanks, you are making me feel young again. I think some of the issues i had with 3d coat were the sparseness of the tutorials even if it was already a much user friendly program. I had to note some of common techniques and techniques that were not commonly found by google search just in case i had to refer back to them.
  18. I think i am getting too old. I could have duplicate both in two groups and delete the relevant faces as required to separate them.
  19. Hi, How do i do split edges without shifting the coordinates? I want two UVs into two different individual groups without one affecting another, with some edges (split) at similar locations. I was able to shift the faces to another group but they still share the same edges which is not i would want.
  20. How do i change the background color for the UV map to other color?
  21. I have solved it by 1) Texture >> Mesh and texture resolution >> lower resolution 2) exporting out the textures that require lower resolution.
  22. Hi, Is there a way to export different resolutions by baking once. For example : i wanted to bake 2k in the retopo room. in the paint room - export normals at 2k but the other textures(AO, roughness, metalness.....) at 256. Can this be done without multiple bakes?
  23. i am using the latest version and i need the custom checker as the rest of the default didnt provide proper visual for correct alignment in the UV preview.
  24. Hi, i cant post it in feature request so i am doing it here. I have to custom checker style every time when i restart the program. Wished the checker could be sticky (retain in program after exiting) and selectable from a range of user defined checker styles. The checker style is nice and prominent in the main view (retopo room) but it kinda hides the islands in the UV preview. Making it hard to see the islands.
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