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digman

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Everything posted by digman

  1. I am only offering another a workflow solution. Elemno gave one. Edit: removed a sentence. A Workflow solution: No flipping required but a little more work. Create the sculpt sphere. Use cut and clone tool to cut half away of the sphere. Rotate the cut and clone object 180 degrees, Transform/ move to the inside of the top half of the sphere. Slightly scale down the cut and clone object. Hold down the Ctrl key and press the Enter Key to cut away the inside of the top half using the cut and clone object. Leave some thickness on the top half sphere. Run Autopo on the entire half sphere. Delete the outer polygons as they are not needed. Do this first before deleting. Under the View menu select backface culling so you do not select any interior polygons. Look at my scan settings. You have to manually put in the minus sign baked scan settings In the Show Outer Shell as this is now a one sided interior retopo mesh. Bake to the paint room Under the View Menu in the Paint room now de-select Backface culling. easier to view on the eyes the interior of sphere. The paint on the outside is not really there it just appears to be as back face culling has been de-selected. First picture shows the interior of the baked half sphere. The outside appears as backface culling is off so it is easier to look at. Second picture is my bake scan settings. Last image is the exported texture map. I just used this unwrapping for testing, You can choose your own. I am not saying use the solution, but it is an option.
  2. I did some testing and there appears to be a bug. I will test 2024.07 when it comes out before reporting.
  3. A picture would help. Are the imported models at the same scale as the current 3DC file you are working on. Just looking at all possible reasons. Of course, 3DC will ask you if you want to rescale the models to fit the current scene.
  4. Keep Freeze: Another agreement here. Keep both and with the added features mentioned in the above postings.
  5. I was wondering how you got that mask icon. 2024.06 has been updated to include it but there is no information on 2024.06 that 2024.06 was updated. It could still be a incomplete feature. I do not know. I redownloaded the 2024.06 windows version and now I have the mask icon as well. In the original 2024.06 with got clip masking but is was still the old style of using Transparency and not true black and white masking. Waiting for the next beta version to be released to see if we get true black and white masking.
  6. Send your problem to sales@pilgway.com The below is for the windows version of 3DC. Something to try. After you have uninstalled the application remove the 3dcoat folder under your Documents folder. Before installing again make sure you have copied your license Will the above work, it is worth a try.
  7. "I tested an export of the almost 9 million model with vertex colors from the sculpt room. Opened a new scene in 3DC, imported the FBX model. The vertex colors were there. Of course no metalness or roughness, color only. In order to paint on the vertex model you would have to import it. This is to confirm to you it does work. I did not share a picture on that test." ---------------------------------------------------------------------------------------------------------------------- The last part of my previous post will get what you want. Export the high polygon model with the vertex colors. import the the high polygon model with the vertex colors through the New Menu---Vertex Painting Show voxels in the painting room must be enabled under the view window as the high polygon model will appear in the Paint room. Paint your new colors, Switch to the sculpt room to run autopo and to bake for the brand new uv mapped mesh. Side Note once done baking, deselect Show Voxels in the painting room. Picture shows imported high polygon robot model in the paint room ready for more vertex painting.
  8. Windows version 2024.06 beta If I understand correctly, you want the paint room color textures converted to vertex color. Bake menu in the Paint room--- the highlighted function in the picture. " Take subdivided painting mesh to the sculpt room. Select it and a dialog box will open. Dialog box is where you choose the subdivision method and the vertex count. Be careful with the vertex number as it is multiplied. I chose 4407 and obtain amost a 9 million polygon model in the sculpt room. The higher vertex count you choose the high quality of your converted paint room colors. The smart material was converted to vertex color as shown in the picture. You can sculpt on the object but not paint in the sculpt room. Normally we can paint on a model in surface mode but not when bringing a model from the paint room for vertex colors. You can bake the sculpt changes back to the paint room mesh that is under the Bake menu as well in the Paint room. If sculpting changes be sure to have conform repoto mesh selected. I tested an export of the almost 9 million model with vertex colors from the sculpt room. Opened a new scene in 3DC, imported the FBX model. The vertex colors were there. Of course no metalness or roughness, color only. In order to paint on the vertex model you would have to import it. This is to confirm to you it does work. I did not share a picture on that test.
  9. * Intact, same UVs (no auto re-wrap or anything, but keep the same UV coordinates it was imported with)* Vertex Color Information on it that I painted on and then can export with the mesh----------------- The above would be similar to how you can paint vertex color on a uv mapped mesh in Unreal Engine 5 but you need 3DC to do the same plus export the vertex color data too with the uv mapped mesh retaining its uv set and textures. In your game engine you would have the texture information from the uv set and expose the vertex color in addition. The above I do not believe is possible in 3DCoat. You can paint vertex color on an object from the paint room but as far as I know the vertex data has to be baked to the uv mapped mesh. Off the top of my head, I cannot think of a way, but I will look for a way.
  10. Yes, that is the problem I had the Webcam or the other name for it is the "Shader ball" no filling with depth information, as stated in my post. Since you will report it, I will not.
  11. Windows versioin 2024.06 beta. I tested your file and I confirm the bug. I tested my own file, and the bug was present as well. Side Note. Your retopo mesh baking cage settings were not good but that was not the reason for the bug. I tested both your file and my file in 2023.41. The vertex colors were successfully baked to the low polygon uv mapped mesh in the paint room. I sent a bug report to Andrew with my file attached with the steps to reproduce the bug. We have open beta but betas have the potential for some things to break at times. I am sure it will be fixed. Use 2023.41 or 2023.40 till the bug is fixed. I uploaded my file if anyone wants to test in both 2024.06 and 2023.41. Steps below: Load Attached 3DC file. Switch from the sculpt room to the retopo room. Bake with Normal Map w/ Per Pixel. 2048 texture resolution. Turn off show voxels in the Paint Room. The vertex color is not baked to the uv mapped mesh in the paint room. Bug_Vertex_Color_Baking.3b
  12. There are a few ways, but you did not specify if there was color information you wanted to keep in the original imported model. Also do you want to bake the vertex colors to the uv mapped mesh. I can answer once this is known.
  13. Alright, it is always good when a problem or problems are solved, and that knowledge goes into your Kitbag. For sure I will answer any future questions you may have.
  14. At this time I am unable to reproduce the issue in Windows versions 2023.41 and 2024.06 beta. If happens to me in the course of using the tool, I will report back here.
  15. No problem at all, Texting and reading information and not understanding on my part or yours happens quite often with just using written words even with pictures included. I agree if all at possible fix problems in Sketchup. even then a few errors might so the still need to know how to fix them in 3DC is important and which you are working through. Side note: I noticed in the pictures it appears that you have random sharp edges, the blue highlighted edges. in the future something to know is, when importing a model into the paint room 3DC will reorder your normals. Use lock normals on import to bring in the model as it was created in Sketchup. You in Sketchup could have created a model with both sharp edges and smooth. You do not want 3DC to reorder the normals. I am only making a guess that these are random hard edges and not intentional ones, but I could be wrong. an example of using sharp edges is you when you want part of the model to be smooth and another part to stay sharp. The smoothing routine will not affect the sharp edges. Back to the topic. You have a sharp edge connecting to the star configuration. It splits the normals, if not needed remove the sharp edge and it could be part of the problem. I cannot tell you why the problem you described is happening without having the 3DC file which you cannot share. I would also fix both triangles at the same time before using your workflow to make sure no errors popup or to fix them. That is if I read right. You fixed one triangle, worked through your routine and then worked on the other triangle. Suggestion: If the problem is not easily solved, I would isolate the problem area to another uv set to help figure out the problem and work through solutions. That is what I would personally do. Also checking the orignal uv set is not being messed up when trying various solutions. Sometimes I will just get rid of a few polygons and remodel that area back in if all else fails to see if that fixes my problem. Hope all goes well and of course I will still answer questions as I have time do too so.
  16. I will see if I can reproduce it and anyone who also helps at the forum can try to reproduce it as well if they have time.
  17. This goes with my above post about your second problems Why flip the U and V in UV islands or rotate uv islands anyway. It creates a more logical UV workspace for texturing. Your uv islands line up in a way that painting across them is visually easier and more understandable. """""""Now in 3DC we do not have to worry about that as we paint directly on the 3D model but what if we want to paint on the uv islands in the texture editor or paint on the uv set in an external editor. The uv islands give you visual clues plus whole groups of uv islands can be arranged in a manner that is easier to understand what we are seeing. Also we just simply might like things tidy. """""" In my simple example I have flipped the U and V plus rotated the UV islands so I can paint horizontally across them easily. You see the letters are in the same orientation and UV islands have been rotated correctly. You see the selected polygons are directly across from each other. Imagine a uv set with a number of UV islands scattered around the uv space not having any flipping, rotating or creating groups plus rearranging, painting that kind of unorganized uv set in 2D would be a pain... I just used these two UV islands too keep it very simple to understand. These are not all the uv islands in the set. Now in some software I could sew these two uv islands together, but we have no sewing option in 3DC. ------------------------------------------------------------------------------------------------------------------- In your case you do not have to worry about the above except for problem fixing, it is just FYI and you might know this already.
  18. I need to say without having the file in question I can only do so much as this is more technical and understanding how 3DCoat functions. Also, I cannot check the mesh for the problem area plus the area has very many polygons that are connected. If my solution fails it could the problem is in the mesh itself. First: Model imported from Sketchup, if fixing problems in 3DCoat, I highly recommend not having any kind of normal map till all problems are fixed. If the model had no normal map things are easier. It appears you got color information you do not want to lose. You must be importing for per pixel painting and then fixing problems. You mentioned uploading but was not specific. Of course, when importing for Per Pixel painting a blank normal map is created but that is no problem as it has 0 depth normal information on it. You can check in the texture editor, selecting to show the normals. ------------------------------------------------------------ Use Complex Checker to see what I mean below: The UV islands have different orientations of U and V. (notice the letters are not in the same orientation) Not a problem till you have to create new uv seams after unwrapping but only happens at times depending on the new uv seam creation and UV island orientation. It is not the fault of 3DC. The problem is the U and V orientation of the UV islands in question. When you update the UV islands, the orientation is not corrected so you get the stretching problem and overlapping problem. I used the default creature as it shows your problem as well. My example is simpler but shows the problem. I deleted some seams and created new ones. Two ways to fix this after updating UV islands: 1. Use regular Unwrap, this is where having no "normal map comes in". Of course, it unwraps all the islands again and might not be what you want. 2. Manually fix the problem uv islands so you keep the same uv layout except those uv islands. First picture shows the UV orientation between the two UV Islands. The letters do not match the same orientation. Second picture just is highlighting the two UV islands. Third picture shows the stretching and overlapping that happens after running update uv islands. Fourth picture shows my manual fix. ----------------------------------------------------------------- Manual fixing is for when you do not want to unwrap the entire uv set again but fix the problem uv islands. Create a new UV set: Select and transfer the problem UV islands or UV island to the new uv set. Regular unwrap these UV islands / UV island .Now they have more texture space of course but you can scale them down to the same texture space manually. Select the uv islands and move them outside the 0 and 1 uv space. The reason is when you transfer them back to the original uv set they will not be overlaying any other islands. Select the UV islands and move them manually back into position Inside the 0 and 1 uv space. You can rotate them as needed or scale them a little more if needed. After you are done, delete unused UV sets. Creating, Moving between UV sets and deleting unused ones are located in the top menu. Next is to continue your workflow. Having problems between software applications when importing models is not uncommon at all. The main question is your 3D application able to solve many problems, not saying all problems. 3DCoat can solve many problems but understanding how to do so takes some time to learn and you are working on a more complex model. EDIT. Also, even if the uv islands had the same orientation, location in UV space would be a factor too. If the uv islands are separated by UV location distance you would get stretching too. A lot to keep track of, is it not. I would suggest use the default Creature to practice on to better understand the process if my wording is not quite readable.
  19. I will get back to you on the preferences settings etc, as for sure I need to give you the correct answer. Here now is the strange part. I was curious why Oleg's worked and ours did not. I tested the default ball as he did and it worked, filling a smart material depth by clicking on a uv island in the texture editor. Tested the default creature and that model worked as well. Next test, I redid the seams on the shader ball and exported it. I imported the new shader ball with the new seams and that worked, another strange. I will send to support about the default shader ball problem. If any other models have this problem I do not know.
  20. Press E on the keyboard to bring up the E-panel Select Ignore Back Faces. Check that no symmetry is on. I forgot myself at times.
  21. I can see changing it as long as it keeps the ability to see the color we just masked, Freeze does that, it does not completely hide the color information. Seeing the color information is helpful. Freeze painted pixels or transparent areas is like a mask but you still see the color information which has its uses. Anyway, I could see having both. Keep Freeze and add a Mask tool above it in the left toolbar. If freeze is redundant, that over time would become known and Freeze could always be taken out.
  22. I am not with support, just a volunteer but I will look at the 3DC file. Pm me with a link to download if you wish. Also will see if it crashes on export on my end.
  23. You can install the 3DC 2024 betas as a separate install. Do not use the update function in 2023 version. Go here to get the beta. You can disable checking for an update version in 2023 in preferences under the general tab. Every once in while check for a new beta version at the forums. Download the beta. The beta will just overwrite itself when updating. Confirmed on your report. Edit: You can paint depth by regular brush on a uv island and that is correct but filling a uv island is incorrect with a smart material depth, as you first posted no fill of depth is added using Windows version 2024.06 beta either.
  24. I can only add suggestions or ask questions as this file would need to be looked at. Read the tool tips on each function I mention. Was this model created in 3DC using the modeling room or imported. If this model had a normal map and you just unwrapped in the uv room again, your normal map would be messed up which could cause a few problems in itself. You need to unwrap without rotation or flipping to preserve the normal map. Use PackUV2 for that function. if there is no normal map then you are fine. Did you use "Upd. Islands" under Commands after fixing your Manifold problem. When you added new faces, they need new uv seam creation which I imagine you did, hence the use of Update islands, this confirms the new seams but no unwrapping is done. You had unwrapped before, so 3DC needs to know that you have altered the seams. Then you can unwrap again. Even though the new Uv seams are in the same location 3DC is not aware of them till you run the command. I am not sure of the reason Apply UV is not functioning. I've not had that problem yet. Since Apply UV set is not working, I would suggest deleting the model and paint layers in the paint room and re-baking. Make sure all problems in the model are fixed. Unwrapping is correct. Bake to the paint room without a normal map to confirm everything is correct. If you need a normal map, you can rebake and 3DC will ask you if want to delete the model in the paint room before baking. Click on yes. Also, I need to mention this: Normally when you edit a polygon mesh as you have done after baking those changes are not updated in the paint room. You must re-bake for the new edited mesh to be correct. You said that the mesh was being updated but that is generally not the case. Though the face or faces you deleted and the new faces are in the same location, re-baking is required. This could be part of your problem as well. Other than the above, I would need to look at the file. Pm me with a link to download the file if you wish.
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