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Rezca

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  1. I'm not at my work computer right now, but that sounds about right. Not sure how to handle that though, if it can be done pre-export or if 3DCoat has a way of reversing them itself?
  2. Just 'Default Material' and T-Rex Object. It doesn't look like Cinema's selection tags can be imported into 3DC, but exporting as FBX it does give the Surfaces for any materials I have assigned manually to parts of the object. A quick test produced this result, though the geometry is off somehow. I'll need to look at the export options a bit:
  3. That doesn't change anything sadly, since as I mentioned before it imports with only one material and one surface set. I'll take some screenshots when I get back to my computer, but I'll try explaining it again in the meantime: I have two models I'm using as an example. Figure 1 uses one single texture and only one UV for its entire surface. In Cinema 4D I have Selection Tags for the Eyes, Teeth, Mouth, Claws, and Skin and a separate material applied to each. Figure 2 has a unique texture map and UV's for several surfaces (Teeth both Upper and Lower, Claws, Eyes, Mouth, and Body) Importing Figure 2 into 3DCoat I get the images shown in the previous message of mine. I can freeze or hide surface materials to make painting selectively easier (Freezing the Teeth so I paint only the Mouth, for instance). Importing Figure 1 all I get is one "Default Material" channel covering the whole object.
  4. I'm afraid not, since I'm not doing any UV work - just painting. The figures already have UVs set up and have textures, normals, and all that ready to go. I'm just painting new textures for them and messing with the UV's would render the original PBR textures unusable on the figure. Attached are some screenshots of what the second figure looks like in Cinema 4D, and what I get when I load its OBJ into 3DCoat. The other figure though, everything's packed into a single texture so there's only one UV set - the teeth, the eyes, the skin, all of it is on the same tile. It's trying to change that so I can isolate and freeze parts or give them their separate materials that I don't know how to do
  5. I think it's a Cinema 4D thing then, since it's the UV Set part that's not coming in. One model I have uses a single texture for the entire model and probably only has one UV Set, and the OBJ export loses the Polygon Selection information so 3DCoat doesn't know I have parts sectioned off (Eyes, teeth, tongue, claws, etc). But another uses multiple maps and comes in with several UV Sets instead of just one. So after going over the stuff you linked and thinking on it some, I don't think the second problem of mine can be solved in 3DCoat since its the model itself that isn't supplying that information. I'll see if the Opacity changing is still an issue in the latest update of 3DC. Thanks for the help
  6. 2021.39, my bad for not checking about updates first haha... I'll give that a go and see how it works out! As for the thread, that was the last thing I was reading before coming to make that post. My figures are already UV'ed and whatnot, they're even rigged. So going through a retopology process I don't think is what I should be doing? Each has some polygon selection tags with their own materials assigned to them but when importing into 3DCoat all that's lost and it just has a universal 'Default' material set, so no groups to view since its just the one solid material applied to everything. The part about UV-Sets though, from what I saw from one response is that its like the equivalent to polygon selections in Maya or etc which I do have set up but I guess it's not what I'm looking for? If it's something I need to work out on the Cinema 4D side then I might have to do research elsewhere on that before bringing things into 3DCoat later on.
  7. I looked around and didn't find any real definite answers for the specific issues I'm having. First. So, I like painting new textures for my models in 3DCoat, but sometimes when I export out the objects (Generally, in OBJ) they'll import with just <Default> as the Surface Material, instead of say <Mouth>, <Teeth>, <Body>, <Eye>, etc. Sometimes that can be problematic for painting certain parts of figures. I'm using Cinema 4D R23 / R24 as my main application I work in, so how would I go about exporting figures properly so that surface regions will show up in 3DCoat as well? Second. While painting in 3DCoat (With a Wacom Intuos 4, yes its very old but its all I have) randomly I'll notice that the Opacity value will drop from 100% down from 100 to 95, or 87, or whatever. I checked the shortcuts and options, and I'm most certainly not pressing any of the opacity-related keys while painting. It just all of a sudden starts falling down. Is there something else I'm missing here that's making this happen?
  8. Not exactly a critical matter hence not posting in the SOS section, just something that's been irritating me. So, I'll be painting normally... Opacity value is set to 100% and is driven by my tablet pressure and whatnot... All of a sudden, I see the Opacity drop to say 93%. Sometimes I won't even be touching anything but the pen itself so I'm mostly sure it's not me accidentally hitting a hotkey or something. Is there anything I can do to stop this from happening? I change radius on the fly quite often, but don't feel much need to do the same with Opacity so if there's something I can turn off or change I'll do so.
  9. Feeling somewhat dumb now in that the model itself was to blame. Exported it out as an OBJ and the UVs loaded perfectly.
  10. I've used 3D Coat on and off in the past, but recently I found I had use for it again but in a different way then I was used to. Originally I was just working on my own from the ground up sculpts, or just exporting a static object. But lately I've been using it to paint existing models, with existing UV sets. The model and the UV islands all import fine, but 3D Coat does something weird with the UV's. For example, a dinosaur from a game that has two UV sets - one for the head, one for the body. The producers supplied maps for players to color if they wanted in GIMP or whatever, but I wanted to do so in 3D where I'd have finer control (and less issues with seams) Over to the right on the texture preview, the Body set will be tucked away into the bottom right corner, and the Head takes up the bottom-left. Leaving the upper half of this entire canvas totally empty. I tried checking or unchecking different options on import but nothing seemed to help - it'd always try cramming all of the sets onto a single canvas and usually leaving a large portion of it empty. Eventually I just had to rescale them by hand while eyeballing the original textures since any attempt to use 3DCoat's tools rearranged the islands, which would have made the maps unusable by the original model. With another model, it only had one UV set. I'd hoped that this would be a good thing, but instead... The singular map takes up the entire width of the canvas, but squishes it down so it only uses up half of the canvas vertically. How can I import models to paint without 3DCoat messing with the original UV sets?
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