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UnReKnown

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  1. Hey, I am really having a hard time getting 3D coat to work with any kind of scale value, I need to be able to sculpt to exact scales and dimensions. What I am trying to do is sculpt a terrain, and setting a sculpt brush to always sculpt to a max height. So for example I could sculpt to a max height of 300 meters and know when I export my heightmap and then import into engine, that the height will be 300 meters. There have been a few issues I have found, firstly I could not seem to export a heightmap where I could set white to be 3200 meters and black to be 0. Instead 3D coat always makes the heightst point value white. So I decided I would sculpt 2 spots on my mesh, one to be 3200 meters and one at 0 meters, which I would not sculpt above or below, ensuring white would be 3200 and black 0. Unfortunatly I then realized that brush depth changes depending on the radius of the sculpt brush and I have no idea how I am supposed to ensure I am working with correct scales. Please tell me there is a way to work in 3D coat with exact dimensions.
  2. Hey, I am requesting a feature that will allow the exporting of heightmaps within a range, where the highest white value can be set based on distance rather than the highest point sculpted. This could be added to the Export Scene along Y axis, or something could be added into the retopo room similar to how 3DS Max and Mudbox bakes height from one plane to another, the height difference being the range of the black and white mask. A little info on why I am requesting this feature: I have been trying to sculpt a terrain and export a heightmap where black = 0m and white = 3200m. The tools currently available that I am aware of will output a map where white is equal to the highest point I have sculpted. So if I sculpt a mountain of 300m and that is my tallest point, when I export the heightmap then white will = 300m. This is a problem when I need white to = 3200m. When I import this heightmap into another program such as Gaea or World Machine the height will be inaccurate in comparison to the X and Y scale forcing me to manually adjust the heightmap values, and if the max height I have sculpted changes, then I would need to do that calculation with every export from 3D Coat. I have asked around and looked up solutions to this and so far have not found any way to do what I am looking for so I am assuming 3D Coat does not have this functionality at present.
  3. Alright, thank you. So as long as the person who created and is selling the assets/product has a commercial license at the time of selling/release then its fine? So a project could be worked on with a non commercial license until near completion and then a licensed version could be purchased and all assets would be good to use. Thanks again, just wanting complete clarity.
  4. Hi, I have the non commercial steam license, and am thinking of upgrading to professional at some point, I already have a bunch of assets I created in the non-commercial license of the software that I would like to use in a commercial project. If I purchase the commercial license, will I be able to use the existing assets I created in the non-commercial version of the software. I tried contacting support a while back but got no response so hoping to get an answer here. Please move this thread to the appropriate forum area if this is in the wrong location. Thanks.
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