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DustyShinigami

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Everything posted by DustyShinigami

  1. It's also making it misleading whilst I'm retopping the ears. I keep thinking points I'm connecting to are nearer than they are. :-\ It looks like the high poly becomes transparent.
  2. Nah, that doesn't seem to help. That just changes the opacity of all of them, but I still see them through the high poly inside the mouth.
  3. Hi I swear I've posted about this before, but can't remember. Or if I got a solution. But is there any way of preventing retopology faces from showing through the high poly mesh, like these are doing inside the mouth? It's kinda distracting. And it's not to do with Backface Culling as that option is already enabled. And I've tried disabling it, too. Thanks.
  4. Ah-haa. That's fixed it. Thank you! Although, it seems a bit strange that if Maya has Y for up and 3DCoat does too (by default), that it would come in face-down like that. Ahh, wait... Just noticed in the export options of Maya, that the Up Axis was set to Z. D'oh. That would explain a lot lol.
  5. Hi This is an issue that's related to a couple of threads I've made in the past and I'm curious if anyone who uses Maya has managed to solve it. Every time I export a mesh out of Maya, even after freezing the transformations, I'll bring it into 3DCoat and it'll always be the wrong way up. Like so: I discovered, through the help of a mod here, that it's because it's inheriting the transformations of a parent. What I don't understand though, is that, even after unparenting/ungrouping meshes in Maya, and then applying Freeze Transformations, it still continues to do this. I've checked the Attribute Editor and the Channel box, and nothing looks out of the ordinary for each mesh. It seems the only way of fixing it, is to take it into Blender, select everything, and then Unparent. That magically fixes it. However, it really shouldn't be necessary to take my meshes into Blender to fix it though. Has anyone who uses Maya come across this? Or does anyone know what you need to do in order to fix it directly there? Thanks
  6. Ooh, thank you! Didn't realise that option was there and had to be enabled.
  7. Oh, awesome. I had no idea you could do that. Thanks a lot. :D
  8. Hi Is it possible to add a 'Hide All/Show All' option, particularly to the Poly Groups section of the Retopo room and for the SculptTree etc.? I've noticed, for the SculptTree, when you right click on a layer, there's an option at the top to 'Show All Hidden Volumes' and 'Show Hidden Volumes in Sub-Tree', which is great for quickly restoring everything, but there's no option to hide everything at once. It's quite tedious to have to manually turn off layers one-by-one, especially when there are loads. The Poly Groups category doesn't appear to have any option when you right click on one. :-\
  9. Hi Is there a way of preventing this or is the tool just overly sensitive...? I find that whenever I try to carefully add cuts with the Knife tool to add some edges, it does this... 3DCoatGL64_3rwuGl0uID.mp4 Also, is there another way of connecting/adding an edge between those two vertices? Thanks
  10. Unreal. And I see. So that scale size should only be set if you're working on a character from scratch in 3DCoat? I'll have to remember to use and check the Unreal reference model. I totally forgot about it.
  11. When I last had problems with bringing meshes from ZBrush or Max into 3DCoat, they would always come in too small or something. Someone said to change the scene measurement to what I worked with, in this case centimetres. Wouldn't the wrong scale setup mess it up when taking the retop back into the 3D package? For this mesh, I wanted to redo the retop of the chest region. Baking will be done in Substance Painter.
  12. I'm starting to wonder... Could it be because I set the scene measurements? Before importing the high poly, I've set it from Millimetres to Centimetres. Could that be why? Though my 3ds Max scene is set to Centimetres, so I wouldn't have thought it would get screwed up. I did try removing all the parents/groups and it seemed to work fine. But I'll give it another go.
  13. Hmm. I can't understand why it's not working right for me. Very odd. I'll have to try a different approach for applying the X-Form. How do you do that in Blender? I don't think I ever learnt how to do it.
  14. Okay, I tried un-grouping everything. I selected both parts of the high poly and exported them out together and then exported out the low head on its own. Loading them all in Blender, the scale info says 0.010 on X, Y and Z, but the same issue happens in 3DCoat. :-\ Also, I'm confused with percentages, scales and all that. Blender says 0.010, but from what I can gather, 3ds Max is saying they're 100.0...? I'm guessing they're the same...?
  15. Okay, I'll give it another go and see. What does that mean exactly? How did you get the scale info for each part? Was that in Blender?
  16. Looks like this issue hasn't been solved after all. I'm having a similar problem with another project. :-\ I have the high poly and low poly's set up and in place in 3ds Max. I've applied an X-Form on all parts. The low only has the head and no chest area or arms, unlike the high poly, but surely that shouldn't matter, right...? I've even re-grouped parts. Everything is set up and in place so when the full character is in the scene, it's stood above the grid. Things are set to using Centimetres in 3ds Max. In 3DCoat, I go to New Scene, the Sculpt room, I change the units to Centimetres under Geometry, I check Import w/o Voxelization and Respect Negative Volumes, import the high poly, and hit Apply. I think I've tried Yes and No for this... I've changed the materials... The mesh is always sat in a totally different place in relation to the grid compared to Max as well. But I bring in the low poly version and it's always way off...
  17. A shame no one replied to this. BUT. I managed to figure out what the problem was - my mistake was not adding an X-Form in Max, or freezing the transformations in Maya before exporting.
  18. Thank you so much for your help! Setting the smoothing (groups) was definitely the right answer! All those blue/hardened edges are gone and there are no UVs.
  19. I’ll give it a try and get back to you after I’ve finished playing Elden Ring. :p But yeah, usually I have Unlock Normals selected, but I’ll try softening it and see if that prevents both issues.
  20. Everything in Maya at the moment is faceted, so no smoothing/hardness has been applied. You were right about the creased edges though. That slider has cleared them up. The only thing I'm a bit confused with now, is that it's still generating UV unwraps. If I try the method you outlined from before - clearing seams/clusters, re-unwrapping and then applying the new UV, the unwraps remain, and the seams turn blue again. :-\ I just can't seem to permenantly delete any UVs that 3DCoat generates.
  21. @Carlosan@alexn007I managed to try the method outlined before without it crashing, but I'm still having the same issue. I'm working with a different mesh/project, I've deleted the pre-generated UVs in Maya, but even by trying to delete the blue seams, re-unwrapping, and applying, the blue seams are still appearing randomly on the mesh, and those areas won't relax with the Brush. :-\ EDIT: Looks like those seams indicate hard edges...? But I can't figure out how to prevent them from being added.
  22. Hi Despite the help from this thread, I'm still having issues with the scale in 3DCoat. So, I've exported out a high poly from ZBrush, I've loaded it into 3ds Max and checked my exported measuring planes - the scale I set at the beginning still matches. No issues there. Though the planes no longer match up. Not a problem though. The sculpt was poking through the grid. I've repositioned the mesh so the feet are stood on top of the grid, and then I've zeroed out the pivot point so it's in the centre of the world. I've done this for all parts of the high poly mesh and for the parent of the group. I've applied an X-Form to everything. I've then exported it back out to retop with in 3DCoat. Now, after some experimenting, there are times where this has worked perfectly fine, and then times where it just won't, and I can't quite figure out why. I've made sure the measurements are set to Centimetres under Geometry in the Sculpt room and under Edit > Preferences. I can't remember if the Scene/Unit scale needs to be changed from 1.000000 to 100.000000 though. Could someone confirm? Either way, apart from the odd occasion where it has, importing in the mesh doesn't place it on top of the grid. The legs poke through. So I hit Apply, change the material, and go into the Retopo room. I've done a quick retop of the top of the torso area and then exported it out and imported it into Max. However, it doesn't appear where it should: Also, after the sculpt has been brought into the Sculpt room and I've hit Apply, it usually asks if I want to keep the scale the same for export. I think someone suggested I hit 'No', but surely it would need to be 'Yes'...? I haven't seen any difference from either option so far. Any ideas? Thanks.
  23. Hi Following on from this thread, whenever I try to remove any existing UVs, by going to Mark Seams, Clear Seams, and then Apply UVs, the app hangs for a few seconds and then crashes. The second time it actually gave me a crash report. This was on my laptop, so I'm not sure if the same thing will happen on my PC. This is with 3DCoat 2022.16
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