AntonioC
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Posts posted by AntonioC
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Hello!
First, my textured model looks perfectly fine. Then I start to retopologize and save everything as a 3b file.
When I load this 3b file, the texture has a different tint (kind of turquoise).
What can I do to preserve the original texture tint?
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Hello!
When I export my decimated model from my photogrammetry software, it's rotated in 3DCoat. Not a big thing, but it makes navigating in 3D Coat difficult.
Is there a way to set a new ground in 3D Coat? I don't want to change the model's actual rotation (else the high poly model wouldn't "fit" anymore, when I bake my textures (which I don't do in 3D Coat).
Basically I would like to know if there's a way to temporarily set a new ground definition.
Thank you.
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It doesn't show me anything. Nothing happens when I click this menu item.
What I did was the following:
1) Click "New", select "Voxel Sculpting" and select the Cube icon so that it will create a cube.
2) Click "Apply" to create the suggested cube.
3) Click "Sculpt", then right-click the cube. Select "AUTOPO" -> InstantMeshes (auto) -> "Output polycount: 10k"
4) Click "Paint", select "Mesh and Texture Resolution" from the top menu. Nothing happens.
Did I forget anything so far?
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I found out a little more:
If I don't use the magnification lense, the Smart Material Preview looks as blurry as my paint.
However, when I do use the magnification lense, the Smart Material Preview looks great and sharp, but my paint still looks blurry.
How could I apply the magnification to the Smart Material itself?
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I created my Smart Material at 4K, but that didn't change anything.
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I did AUTOPO now as you suggested, and I see the quads, but when I click "UV", I still don't see anything.
Is that normal?
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Model changes color after opening saved 3b files
in General 3DCoat
Posted
Yes.
For now, I'll simply work with that tinted model.
I just want to retopo, so it doesn't matter much.