Jump to content
3DCoat Forums

wetcircuit

Member
  • Posts

    6
  • Joined

  • Last visited

wetcircuit's Achievements

Newbie

Newbie (1/11)

1

Reputation

  1. Thank you sprayer. Seems it was some non-manifold edges or something (an automated repair mesh function solved it)
  2. I'm trying to UV map a base mesh, as best I can tell it is a single mesh but I have some seams (originally from polygroups on the base mesh) that I can't get rid of... Hitting the Clear Seams button removes all seams except these. Is there anything I can do to completely blank the UV?
  3. Hi, sorry for the dumb question. I've owned 3DC for many years, but am suddenly using it more now as my skills have changed. Unfortunately I'm having problems with the latest version (4.9) and am moving my 3D work to a different os… Glad to see there is an Add OS sidegrade. My license starts : V4PMAC-…. Do I have "pro"?
  4. Thank you! My problem seems to be tangent space in Unity on import…. Haven't quite got it solved, but now I know where to look.
  5. On my highpoly to lowpoly texture bake (texture transfer), I have a problem with shadows in Unity (see pics). The body on the left is the original medium poly model with the original normal map. The body on the right is my lowpoly model with a UV layout made in 3DC, and the baked normal map applied. light from the right side is correct. Light from the left is wrong/inverted – most obvious on the navel. Both are using Unity's standard shader. The navel does not cross a UV seam – the navel is centered within a UV island. I know about flipping the colors on a normal map, but I'm not sure why/how this is inconsistent. Both maps are tangent normals. This section of the torso is rotated 90° on the lowpoly UV. I used the texture baking tool in 3DC: tangent to tangent. Is my workflow wrong? Do I need to create a world-space normal map before baking, and then convert the baked WS normal map back into tangent? Thank you for any advice.
×
×
  • Create New...