Jump to content
3DCoat Forums

JanCZ

Member
  • Posts

    26
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

JanCZ's Achievements

Neophyte

Neophyte (2/11)

2

Reputation

  1. Hi guys, Avast found Win64:MdeClass in 3DCoatGL64.exe and blocked it. I tried online tools and looks the same: https://www.virustotal.com/gui/file/70518994a14a2682ac2344fb556f3d3b724ff078ba95dfabf2ebc8d8d60732cc/detection Any idea if its false alarm, or whats going on? Thanks
  2. I have two already UV mapped and textured objects and I need to align them by using awesome Fit tool from the Sculpt room. But when I export them, they are just plain mesh without UVs. Is there a way to use this tool on textured objects and export themwith the original UVs and textures? Thanks
  3. Thanks man, but no idea how to use this new tool. I know its beta, but is there any documentation or videos about it?
  4. OK, its there at 4.9.08, but when I check the Brush Along Curve and then Rotate Along Stroke, it doenst change the orientation of the rotation. I dont see any difference. Its still rotating around the curve, but what I need is to rotate around an axis that is basically perpendicullar to the curve...
  5. Im on Win 4.9.05... The latter versions are betas if I get it right. I would rather stay with a stable release. Which version are you on?
  6. Thanks as always Carlosan... But... Ehmm... I dont see this option there:
  7. Hi guys, I am creating curve with a custom shape and I need to rotate the shape. I know there is an option Add rotation, but it rotates the shape around the curve. But what I need is this: The red lines are desired orientation. If its not possible with the curves tool, is there any other tool to place automatically shapes along the line and rotate them? Thanks a lot
  8. Thanks Carlos one more time. At the end it wasnt about intersections in the shape. Even when I used the basic cube shape, the problem was still there. The solution was to set the Y-spacing (when you import the shape into the 3DCoat tool) to 1.1 instead of just 1. Looks like it cant handle when single pieces of the curve are "touching" itself. But it looks like a basic workflow to me, I would expect its gonna be possible or at least there will be some info about this behavior
  9. Hi Carlosan, thanks a lot, but its the same...
  10. Hi guys, Im not sure how to report bugs, as i cant login to Mantis tool, so I will post it here... I created a custom shape in Blender to be used in Curves tool. The shape's obj is attached... When I tried to import in into the Curves tool, it threw an exception - with the dialog to save work. But sometimes it worked. The shape was imported to the tool, I could have used it, but when I clicked on Apply to add it to the scene it displayed an error about the self-intersections. But its really simple shape and it didnt work even if there were no intersection with other shapes. Sometimes when I clicked on Apply, it didnt show any error, just make the application nonresponsive and after several minutes I need to manually shut it down. Thanks for any help. Would really need to use this tool with custom shapes. plot4.obj
  11. At the end it was "Smooth normals" in Blender what did the trick. So my journey with the baking is finished. I can live my live again. Thanks a lot Carlosan
  12. Yes, they are inverted. I checked it in Blender. But what to do about it? On the source model they are ok, so they are inverted during the baking. And there is a lot of them, so no way to fix them manually
  13. So my noble ride with baking continues... As I wrote in te previous post, I have "holes" in the new model with baked in textures. As you can see on the first video. There are not there on the original model. I though I will solve it by displaying the model with double side rendering... Well... No... When I use double side material (its threejs), some parts of the model are blinking, as you can see there (on stairs next to a tower for example): When I use single side rendering, there is no blinking, but there are holes... With the double side, there is blinking, but no holes... Heeelp Thanks
  14. Ok, so after a week of struggling I managed to do it somehow. Here is my workflow: import original mesh into paint room in retopo room import the edited mesh to which I would like to transfer textures Bake -> Bake w/ Per pixel painting w/ Displacement go back to Paint room, where I have now two objects. Original one and newly painted edited one. Textures look good on the new one, thats cool, but... Yeah, there is always but... Some of the faces on the newly textured object have wrong normals, so they appear as holes when the model is displayed with a one side rendering. On the source object they are ok, so they must have been messed up during baking. Any advice on that? Thanks
  15. I feel like an idiot and I am a bit frustrated already, but I cant find a way how to do that. Other way around... Lets say I have a properly textured object in Paint room, I want to send it to Sculpt room, make some changes there (remove some parts) and then send it back to Paint room and continue painting... Is there an easy way for that?
×
×
  • Create New...