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Greggory Addison

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  1. Thanks for the tips. Now when working in 3D coat say you drop a primitive and the size is supposed to be 40cm long when you type in your values are you doing 40 or .04 ? Because I was working with a 20 by 14 cube and the poly count was almost 8 million for that one cube lol but when I put the small values in and exported the object to something like blender it was ridiculously small. Which isn’t bad I just scaled it. I guess I can keep the default measurements in 3DC then scale in the program the weapon will be rigged in.
  2. This might be the issue and this is a huge problem a primitive with the exact same measurements in the sculpt room as the modeling room.. The modeling room version is twice as big hence why when exporting in unreal the mesh is double the size. This needs to corrected asap.
  3. This one is a doozy. Im not sure where the problem stems from. I've tried all types of configurations all with the same issues. The exported geometry seems to get doubled in size and when imported the scale is off. My current fix for this is to import all my objects from 3D coat at half scale in unreal engine. I guess I could try .obj which i havent just yet. Will update this thread with those results
  4. I understand. Im working directly with Unreal engine where the unit of measurement is Cm. Now during my tests exporting out geometry I've run into a weird issue. If I export out a cube that is 100x100x100 in unreal the measurement is 200x200x200. Somehow things are doubling in scale. My scene scale is set to 1 and export units is cm which is supposed to be 1:1 ratio. When I export a cube thats 50x50x50 in unreal its the correct 1 meter cube size which is odd. Im not sure why this is happening. So my current solution is to import the object at half scale in Unreal which isnt bad I just have to remember to do that for every object. Im going to start another topic to try and figure this one out as well.
  5. I was under the impression that the scene scale at 1 would mean that 1 unit is equal to 1 unit of the defined measurement. Its also a lot easier to deal with your measurements from say a website (EG a weapon barrel length is 150 cm). The question I have is, does setting the scene scale to 100 mean that 1 unit is equal to 100 units or does this mean Im at 100 percent scale? Its confusing because now doing that when I drop a primitive the size values are numbers like .3 instead of 30. Which in reality would make things a tad bit more difficult. What is your reasoning for using 100 instead of 1?
  6. Ah okay. My model isn’t bigger than the grid though. It’s well within the limits of the grid. I’ve also set my scene units to cm to better flow with Unreal Engine
  7. Yes there were a couple of meshes I used AUTOPO on, both the grip and the tigger were retopo’d automatically but I had though that the meshes that had symmetry would be fine. However when I ran the apply symmetry function on those meshes with symmetry they didn’t copy to the other side. So I guess an easy fix would be to remove the asymmetrical groups, apply symmetry then come back and run the autopo again?
  8. I retopo'd most of this mesh by hand using the virtual mirror. When I go to apply the mirror on some layers it says I have partial symmetry. I try to fix it by selecting the edges and making sure they are at 0,0,0 but that doesnt work. Any Idea how to fix this as well as not having to retopo all of this object all over again? Im using 2021.57 and this is the project. ZeldaSword_026.3b
  9. Hello. Im working with the blob tool and as stated in another post to remove faceting in the curves I use the 4.9 versions. However they act sporadically. If I apply the curve while still drawing it, it works. But if I draw the curve, press esc so that I can edit the points and fine tune it applying the curve does nothing. In order to replicate this use version 2021.57 and activate the 4.9v curves in the beta section of the preferences. Then use the blob tool and draw out a curve. Before applying it hit ESC and edit the points of the curve then try to apply it. Let me know what I may be doing wrong. 2021-10-07 03-17-04.mov
  10. I am following an old tutorial on youtube to get more familiar with the workflow. We use the blob tool and a curve to create a custom shape. After I apply the curve I get shot up to 1.5+ mil polys as well as a ton of faceting. Is there a way to remove faceting in voxel mode. Other than manually smoothing things out
  11. Here is a video I recorded of the issue I'm talking about. This is not ideal behavior so I think its a bug. But if its intended no one wants to reset the quick access everytime they open 3d coat the next day Quick Access Issue Replication Video
  12. I am using 2021.57. Once I set my quick bar the hotkeys do work but if I leave 3d coat for sometime and comeback the quick bar has been reset. Im not saving them anywhere though so im not sure if its a user error. I dont see a setting to save the quick access settings
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