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Posts posted by sandman300
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Well it seems I can get it to work if I uncheck sharpen mesh and export mid-poly mesh but it adds a lot of weight to the poly counts.
it's a difference between 8498 and 543552 polys
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no, but then again I never have before.
Tried that, did not help, in fact looks worse.
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Hello, I've been using 3D coat for a while now, although still feel like a noob. I painted a spaceship in 3DC and everything looked good in the interface; so I exported it using the metalness workflow to lwo. In Lightwave, I get some noticeable stretching of the texture. I thought it might be the UV interpolation. But that is not it. Any idea what might be causing this and how to fix this. I'd post pics but I'm under a NDA. Any help would be most appreciated.
Stephen
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I don't know if it's just me. But when I try to work on the underside of my model, It is very difficult to see anything. since the light always comes from above, no matter how I rotate either the model or the light, the bottom is always in shaddow. Maybe they could add a check box to invert the light position to below.
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3Dcoat to Lightwave error
in General 3DCoat
Posted
I must be doing something wrong then. I watched many tutorials I didn't see any that detail the lightwave workflow.
The one that was mentioned earlier in the thread used the PTEX meathod. I always used the per pixle workflow. Is the PTEX better? I wouldn't think so, at least not for what I'm doing. Also I imported a Sub patch object, in the video it looked like regular polys. I never had any problems with other sub patch objects, could it be different since version 4 came out?