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ggml

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Posts posted by ggml

  1. 1 hour ago, Carlosan said:

    As you can see the original UV map of the scan is wrong and does not apply.

    the reason for this is that i had to vertically flip the texture for 3dcoat to display correctly on the ref mesh.

    how can i prevent this before 3dcoat?

  2. Carlosan,
    thanky you for the prompt reply

    i have watched the videos you recommended:

    Quote

    Use this workflow please. Is the correct one.
    https://lesterbanks.com/2017/11/learn-retopologize-models-3d-coat/

    this video (3 parts) is about manual retopology, mine looks like this:
    2010029457_myretopo.thumb.PNG.36821e170f9a2a7d5132bc9b3d57c222.PNG

     

    5 hours ago, Carlosan said:

    Hope this help. This video begins the demonstration of cleaning up a 3D Scan in 3DCoat
      https://www.youtube.com/watch?v=Aw1xWJfGnJY   

    this video is about adjusting a model via scultping tools and then applying auto-topology
    my project has no need for auto-topology

     

    Quote

    Watching and following the videos posted before, on which step are you having troubles ?
    1 - Perform retopology
    2 - Import for retopo
    3 - Import texture > is not correct

    so as to answering you question,
    my goal is to transfer color texture from reference mesh to manual retopo mesh (of just one snail, not the whole model)

    these are the steps i took:
    1) importing reference mesh: looks good, it is not split into 194 subsets, it is just one joined mesh
    2) applying color texture to reference mesh: looks fine, you can see it in the attached image
    3) constructing a manual retopo mesh: looks fine, you can see it in the attached image
    4) unwrap retopo mesh: looks fine, you can see it in the attached image
    5) pack the uvs, works fine while i am in UV room
    6) apply uv's, when moving to Paint room, i get the prompt to update the uv's. this is when i get the crash

    what might i be missing ? 

    latest work files https://we.tl/t-hEw5RLbjwB

    thank you,
    ggml

     

  3. sorry for confusion


    reference mesh uv's look fine now
    https://we.tl/t-hEw5RLbjwB


    i only need a manual retopo of a detail of the photogrametry,
    the one in the attached image

    i dont need autoretopo
    do i still need to sculpt the mesh ?
    am i missing a step ?
    do i need to clean the reference mesh before i use it to transfer the texture to a manual retopo ? how ?
     

    1 reference mesh+texture
    2 manual retopo
    3 unwrap
    4 pack
    5 applyuv (crash)

     

     

     

    my retopo.PNG

  4. 14 minutes ago, Carlosan said:

    You need to cleanup the model before import it inside 3DCoat.

     

    what does it mean to clean it up ? it contains one unified mesh from photogrammetry

     

    4 minutes ago, Carlosan said:

    Clean version

    - Import model on sculpt room

    - Autoretopo using decimation

    - Mark seams > Automap

    - Unwrap

    but, as seen in retopo of my file, i am after only a small part of the mesh.
    is thus the workflow i described correct ?

    only one.PNG

  5. hi. beginner here, v4.9.17

    doing a retopology from a photogrammetry, stuck on pack uv stage, twice.
    before i submit to Mantis, i want to make sure my understanding of the workflow is right:

    - import reference mesh & color texture
    - construct new topology
    - unwrap
    - pack UV (this is done in UV window, as i dont see the button in Retopo)
    - apply-uv (asked to update when i get back to Paint/UV)
    - bake

    i get a very reproduceable crash on apply uv step, for two different test cases.
    common denominator would be that both reference meshes are sourced from a photogrammetry software.

    second/simplified example of the issue is attached at https://we.tl/t-KRnLS0GEkj

    if i skip pack/apply, the baked mesh seems to inherit the reference uv map for colormap
    normalmap has no issue
     



     

     

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