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Lizbot

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Posts posted by Lizbot

  1. 15 hours ago, Carlosan said:

    Hello 

    Are you using latest version ?

    This bug was found on older versions and was reported.

    i just updated to version 4.8.44 and same thing, its ignoring the changes i have made to the sculpt. did i put my SOS urgent request for help in the right area? you know, im just going to remake it from scratch, the amount of time ive wasted waiting for help i could have made it already. thanks anyway.,

  2. 14 hours ago, Carlosan said:

    Hello 

    Are you using latest version ?

    This bug was found on older versions and was reported.

    I am using 4.8.37 that is the latest version i can see to download from the website. I purchased through steam and steam doesnt seem to push updates just as a side note. Can you give me a link to a version that does not have this bug, i have been unable to work on this file. i dont want to redo the entire thing.

  3. merge uv set didnt work n the last one i did, i had to redo the entire retopo mesh and i lost a day i really do not want to do that again. is it a bug or is it because i altered the sculpt and had already baked the un-altered object. I cant find any info or tutorials on how to add things into your scene, once you have already done retopo, uvs, baking and painting, i did it and got to baking part and it just replaced the paint object that was already in the paint room instead of adding to it. what am i doing wrong here. or can 3d coat not do this

     

  4. 3 minutes ago, Emi said:

    I already replied to you on your thread about having problems with 3DCoat and SL workflow. I already told you the problems I encountered with 3DCoat exporting to SL with Collada files. You never even provided a video to explain exactly what the problems were and the only problem I found was Collada export didn't work well with UVsets. Carlosan reported the bug and someday Andrew should fix it, so I said that the best way to do it is to export it as OBJ and and then re-export as Collada in Blender or Maya or a 3D software you have available, because OBJ loads textures just fine but Collada is just a mess.
    I did the whole workflow to and even used the SL beta grid to make the test uploading models and all. But you never replied so I thought all your problems were gone. 

    If you are getting seams in your model it is either, problems with UVs, like having totally different texel density between objects and UVsets and all that, not enough padding and stuff like that. if you mean you are getting seams in SL or another software is because you have the wrong type of normal map, For example: SL uses OpenGL +Y style, UE4 uses -Y, and it is just about flipping the green channel so you could fix it in any image editor.
    3DCoat can be unstable like attaching smart materials to layers and stuff like that, and can get bugs from time to time, but for a workflow like sculpting, retopo UVs and painting, it should work, like I said, if it is about SL, I made the tests and it was okay the way 3DCoat does things as long as you dont use the collada export, but seams or a bad bake = user error.

    You guys might be all pros but i am a beginner. 1. I dont know how to upload a video of this. 2. There is not a lot of tutorials for 3dcoat and zero for using it in SL. the issue im talking about now is a separate one from the wallotext answer you kindly gave me last issue. I scrapped that project because i have two weeks left before i have surgery and wont be able to touch anything for 6 weeks. and ive wasted 4 with files being corrupted etc. In retopo room... my entire high res sculpt and retopo layer totally disappears for no reason intermittently... ive just updated my graphics driver as carlosan suggested and hopefully that will sort it.

    What is texel density between object and uvset

    how much padding should i have

    how do i flip the green channel (or even find it) I know SL uses OpenGL but thats then end of my knowledge about it.

    In the paint room i am using smart materials on layers and painting, i must be doing this wrong or something. i thank you for the answers youve given and sorry for not responding i got overwhelmed.

     

  5. I am getting a lot of issues with this program its becoming impossible to know whether its part of the program and i have done something wrong or if its just a bug. In any case I am frustrated and wasted over 70 hours on projects in the last three weeks that end up having to be trashed because i cant get it to bake, or the normal map shows seams in the bake, but the same process worked properly before, Im so annoyed. I even updated to the new release and still happening.

  6. On 3/30/2019 at 6:07 AM, Emi said:

    The only thing I can see causing the trouble is the way you are exporting, but mostly this: are you exporting with Export UV sets as tiles checked? that small checkbox would be most important thing about your workflow because if that's not checked then only 1 map will be created and not individual images for each UVset. That's the only step I can see that might be ruining the workflow.

    Thanks again for your reply, I have tried this both ways, but I am going to try again because i did overwrite the file and perhaps that could have messed it up.

  7. 5 hours ago, Emi said:

    Talking about your workflow. You actually have to create the UVs inside the retopo room when you create the retopo mesh inside 3DCoat,the UV room is only meant for objects you create outside 3DCoat or for whatever reason,like in this case, you did the texturing and you want to tweak the UVs after you saw the textures weren't clear inside SL. But UV room is where you want to do anything, or the tweak room, since they are meant for Paint Objects, and if you manipulate or modify something the Paint room will take care of any reprojection that has to be done on the new UVs.


    My question now, are you sure that Second Life supports multiple UV sets? I tried to research, looked up the second life wiki and all the guides and there is no mention about it. Maybe Second Life is just ignoring more than the normal single tile 0-1 UV coordinates? and/or maybe it is not reading the multiple UV sets from the mesh and it only cares about the first one? like some software do. so when you import the second UV set texture, it will only overlap and show the black texturing you talk about, because it is not supported by SL.

    Yes I am making the UVs in the retopo room and then making changes afterwards in the UV room. Secondlife supports multiple faces on one object, the problem is i dont  think 3d coat can do it. ive watched those videos before too, thanks.

    I used to make an object in maya, and be able to upload it with all the separate uv faces but one UV set, so that you could apply different textures to all those faces, which meant you could increase the resolution by splitting the faces up into their own 1k files, instead of just having a 1k file to do an entire object, it would be a few 1k files over the object. 3d coat cant do this. I have managed to make an object, with the surface split into 4 different uv sets to try an achieve this better resolution, only to have the mesh surface not correspond with the new sets/faces. but perhaps i am doing it the incorrect way by using images that arent large enough?

    Its ok to prioritize larger faces but some of the objects im making are large, like 64 metres by 64 metres so its not going to work doing it like that. i dont think 3d coat even lets you cut a mesh into pieces and export it like maya does. i build entire sim builds so if 3d coat cant do this, it wont work for me at all, ive already lost two weeks trying to sort this out.

  8. Thanks for the replys. I managed to figure out what was going wrong with the UVs not syncing.

    First off, the different rooms are handy because they break the tools down and its not so overwhelming, but... the fact that some of them don't synchronize with each other is really confusing when you are trying to learn the program. I have to say im not a fan of the disconnect, its illogical to me.

    This is my bumbling workflow.

    1. Sculpting room

    2. Retopology - I do the UVs in here because.. why wouldnt you if it has the exact tools as the UV room?

    3. Paint room - export low poly model and 2k textures

    4. Upload to SL to discover the textures are not acceptably clear.

    5. Go back to retopo and clear uvs and break them up into different sets,

    6. Bake from retopo room

    7. Got to UV room and update UV's

    8. Go Back to paint room and export the mesh and textures again

    9. Upload to SL to discover that the UV set faces did not translate to the mesh and is now a mess of stretched textures and black parts.

    10. Scream obscenities into pillow

    11. Delete project and start again in frustration.

     

  9. These are great suggestions, I didn't fully understand Plane offset, I understand how you are saying it works and the difference it has from the depth but, i still do not understand why it is better to do it with offset instead of depth when it seems to me to have the same effect.

    Keeping in mind i am still learning about mesh and only recently purchased 3d coat.

    I hope the team take on these ideas, thanks for taking the time to make the videos :)

    • Like 2
  10. Hi everyone, thanks for the help...

     

    Ive made new uv sets, transferred the islands to the respective sets then used the update uv sets, then deleted unused sets, the new uv set applied and appears in the paint room but the old ones remain in the retopo room.

    When i try upload the mesh to secondlife, it appears the old UV set is the one exported because im getting black space and massive stretching on the texture. What have i done wrong for this?

     

  11. dont worry im almost having a meltdown over it i combined the uvs and everyone can look at blurry texture. - I had been able to get the model into secondlife with all the corresponding textures by splitting the mesh into quarters as per uv sets. the only problem is the meshes dont line up anymore once they are uploaded so im giving up ive already wasted 2 days on this thing and im ready to throw my pc in front of a train.

  12. yes thats what i did.

    ive switched back to maya.

    What i have is a large round mesh island. the secondlife engine supports only up to 2k texture size so for an item 64 metres by 64 metres its pretty blurry.  What i am wanting to do is have it split into quarters so each quarter has its own separate UV tile/set so that i can apply the exported 1k textures to each quarter of the large object. unless there is another way to get better resolution?

    sorry i have aspergers i cant always describe things accurately, thanks for your patience.

  13. Hi there, I'm new to using 3D Coat, im making a low poly mesh to upload to SecondLife, the problem is i need to make an object 64 x 64 in size have a better texture resolution than 1024x1024 across the entire surface. Ive discovered that you can make new UV sets and split parts of the object into quarter for the uv faces/sets but they do not sync up to make it seamless. I'm getting pretty frustrated and can't find any tutorials on this.  Am I starting off with wrong resolution on the textures ive uploaded to 3d Coat and made smart materials etc and that is making my textures blurry? 

    also one more thing, when i am in retopo room my model disappears completely and i have to load the save file, its getting so annoying. like this program is great but it has some major bugs and problems. please help...

  14. I'm a new user to 3D coat and i have to say... If i had have known how little smart materials came with the program i would not have purchased it. In the video showcasing it, makes it look like there are hundreds of really cool materials. Disappointing to find out not only that there is only a few, but anyway... this library seems like a good idea, but not if i have to purchase a subscription to use them.

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