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michael_somnes

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  1. This is a godsent, thanks! Been struggling with specifically this problem for a while now! Do you use glossiness or metallic workflow in 3d coat?
  2. I temporarily solved it by making a retopo mesh in blender and importing it as a new retopo object. Cheers
  3. Hi! I can't get the gizmo to center on a vertex in the retopo room, every time I manually turn off snapping to 3D-grid and align the gizmo to my vertex, and then turn on snapping to 3d-grid, it kind of jumps away in a random direction. Video below: It's very hard to get precise vertex placement for tileable objects like this wall I'm working on that I want to bake onto a normal surface. I tried making a retopo mesh in Blender and importing it but the same issue occurs when I try to move vertexes/edges. (Dropbox link, Size: 62mb) https://www.dropbox.com/s/wud83l2j958wt5u/snapping_retopo_room_gizmo.mp4?dl=0 snapping_retopo_room_gizmo.mp4
  4. Well I did make models and import them properly into unity, that's not the issue. (Edit: I am using 3DCoat 4.9.05 (GL for Unity)) I was trying to point out that if you make a retopo object of 1 quad (A flat floor for example), baking normal map onto it twists all the maps clockwise. It does not occur if i split my one quad into 4. Here are 4 images of a quick test asset, voxel sculpt -> retopo -> paint room -> unity It just doesn't work if I am working with a 1 quad surface such as a floor or a wall piece. Paint room Voxel Sculpt Retopo object Inside unity (working)
  5. So I did : Sculpt > Retopo > Bake Now i want to paint it, and when I open the UV room the UV's are still twisted. If i unwrap again the normal map will also be twisted, messing up reflections. If i split the 1-quad surface into 4, the UV is not twisted. Is this a bug or just me being dumb?
  6. Oh, nice, thanks! I thought you'd need to specify an UV to bake to normal but apparently I got the wrong idea. Cheers!
  7. Hi! I'm trying to bake my voxel sculpt onto a flat surface (A basic floor to test materials in unity HDRP) and my UV is basically one quad. First I make the voxel sculpt, then I do retopology and UV unwrap the retopology object (one quad). When I go to Bake with Normals, my UV gets twisted clockwise and adjusting it or unwrapping it again warps the normal in such a way that light is bounced 35 degrees off, or more. Does anyone know how to fix this? Bonus if you could explain how to export to unity HDRP (Base map, Mask Map and Normal map) and all the channels/values because I've been scouring the net for some time and there's some scattered, approximate info about it and some if not most of it is horribly outdated. (I'm using Unity 2019.3 stable release) Video can be found here (182mb) : https://www.dropbox.com/s/x0x4zb4nb8z5nbt/baking_normal.mov?dl=0 PS. You can clearly see my process in the video and the scan depth is between the bottom and the uppermost top of the voxel model just to make sure everything gets read.
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