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Callak

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Everything posted by Callak

  1. I tested this in 2010.12, and it failed. I tried it with an object file, as well as from the Blender Applink. All other objects were still removed.
  2. I'm mostly concerned about my odd technique, and that it might be causing more problems than the ordinary user, because I am looking at techniques that most people don't, for the purpose of efficiency on the final medium the work is intended for. If this was a game, I wouldn't mind using the texture space, and just fully UVing my character. But I'm looking for technical ways of conserving bandwidth for this because it's for Second Life. My worry is that 3DCoat is not really designed for this sort of thing, and I might be causing some of the crash issues I have been experiencing for my unusual development methods. That said, I'm also a noob, and I realize this is not usually how things are done. But I can see the benefit of doing them this way for the purpose of mediums like Second Life.
  3. I have been trying to do something with my current model ( And my first complete model/avatar/character ) that seems smart, but I think may cause problems. Left/Right mirroring of UVs. Easy to accomplish in blender if you are building half a model, and just mirroring the other side.... assuming everything about the other side of the model is identical. For live, web based end mediums like Second Life, which is what my first full creation is meant for to start off with, this is smart because Second Life is bandwidth sensitive. Every texture is sent to others over the internet, unlike games where textures reside on your desktop and don't have to be downloaded. The way I feel this is smart is you only have to make half the texture, and let it be mirrored by the UVs, this means more texture space for detail without adding more download to the model. However, while I'm not sure of this, I fear this might be creating complications for 3DCoat. It accepts the model with the mirrored UVs, and I've accomplished a lot of painting on it in 3DCoat, and it looks good in 3DCoat, even acts like I have symmetry turned on when I don't, which is what I would expect, but I have to wonder if the mirrored, overlapped UVs are sometimes causing problems with the tools, perhaps sometimes causing crashes. I'd like to keep this technique if possible, because it seems like a good idea, but I don't know enough about normals to be sure it's going to turn out correctly in the end. I have gotten some warnings from friends who seem to know what they are doing about this causing one side of the normal map to appear inside out in SL, but I have tried it on early upload tests to SL, and it seemed to look correct to me.
  4. Oh neverminded, I see that Mantis registration is suspended, I'll send it off after work by email.
  5. I will get a Mantis account after work today and start reporting there, thanks for listening Carlosan!
  6. Since I discovered a bug in replace geometry in 2021.6, I thought I would test it in 10 from the blender applink. When I click [Replace Geometry] the following screen comes up and the app fails to respond to input. When I shut down 3DCoat, and restart it this screen screen keeps comes back up right away until I delete import.txt from the exchange folder.
  7. I'm trying to move all the parts of the head to one UV set, however when I apply UVs, 3DCoat crashes. I've tried it with all the different sets, and with just one, both cause 3DCoat to crash.
  8. I'm getting the "Several UV sets have the same name" warning, but I don't see any identical names.
  9. That's what I did the first time, all the other objects disappear.
  10. So, I've loaded multiple objects into my scene, and want to update the geometry of just one of them, while keeping everything else as is. When I do this, the other objects, which I have already painted get removed. How do I update the geometry of just one object without removing the others? It happens both when I use the Blender plugin, as well as when I try to update geometry with an OBJ file.
  11. I've suggested it before, but I have this idea that I feel would be awesome. What if stencils could have a special UVmap made for them separate from the rendering UV, that was all stitched together, and even distorted, so that the stencil shrunk and grew smoothly on a creature body? This UVmap could overlap itself, and not cause issues, and it wouldn't matter, it is just a guide for the stencils, not a rendering layout. The final render would be mapped to the fragmented UV map designated to the final texture rendering. This would help eliminate the appearance of breaks in the textures at seams, and allow the stencils to scale up and down smoothly on creatures that have a repeating texture over all their body, like scales or something. Just a repeating thought I have had.
  12. Very good question. One of my closer known creator friends uses substance painter, and I was wondering what the major differences are between the two programs. I've only experienced 3D Coat, as my first 3D texture painting system. Haven't tried both, because substance painter is a little more expensive, and I probably should try harder and spend more time working with the tools I already have.
  13. This did help. Didn't try that because didn't think that would change the lighting enough.
  14. I have a little problem.... I can't see what I've painted while I'm painting it on the bottom of my project. I tried manipulating the light source, but it just spins and remains above. Is there a way to put a light source below the project?
  15. That fixes the UV. I need to fix the mesh itself. It turns out that what I needed to do was use the shift tool in the Tweak room. Sorry if I was confusing.
  16. That video seems to be completely devoted to how to use retopology, which was the wrong room for me to work in apparently to solve my little issue, so it doesn't help me. I just need to get rid of that sharp piece on the wing bone. The problem is I don't think I have figured out how to select edges in the UV room. Once I know how to do that, I can try to use relax, or manually manipulate the mesh a little. When I click on edges it just sets my seams or removes them. I don't understand how to select for modification? EDIT: Never mind, UV Path I think? EDIT2: Nope relax didn't seem to change anything, and I don't seem to see any way to manipulate those edges by hand here.
  17. So, I found a flaw in my mesh I wanted to fix: So I went to the Retopology room and tweaked it: Now that I fixed it in the Retopology room, though, I'm not sure which method I should use to export it to the paint room while preserving as much of the paint job as possible, I've tried a couple, but they all completely reordered the UVs so that the paint job is all askew. I could use some advice on the next step to take.
  18. I do wonder if this issue has anything to do with the fact that my left and right UVs are mirrored, and thus appear to be overlapped to 3D Coat. This was done for the sake of the end platform, Second Life in order to conserve texture bandwidth. However, it did export and work fine in 3D Coat for editing. I didn't know for sure if that was honestly a good idea or not when I decided to try it, and I may have to just re-unwrap the whole thing without mirroring in the end, but it's a learning process for me.
  19. Hmm well, after testing it, this does fix the UV layout, but it also wipes out my current paint job. Is it supposed to?
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