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Dennis Nikolaidis

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Everything posted by Dennis Nikolaidis

  1. Thanks. I was interested for something less complicated than writing /constructing a tool from scratch. It is cool that angelscript allows you to do that, but I wanted a higher level instruction like: (pseudo code) run import pointcloud file tool using variables A and B export generated mesh as "name1" delete layer. I guess that would more closely resemble Mel scripting in Maya. If I have to write an importer from scratch, then a mesher from scratch, then a file exporter from scratch, then it most probably defeats the purpose.
  2. I have a simple task that involves importing pointclouds with specific settings and exporting the models out. It can be quite a time consuming task as the point clouds are pretty large and I really don't care about previewing the models created in 3D if that slows down the process. Is there any way I can speed this process up by a batch script that goes through all point clouds in a directory automatically?
  3. I've seen this issue on and off for many years now and still don't know the answer to it. I'm guessing it has to do with large models. The brush will ignore the object in any tool, and will just keep rotating the scene instead. How can I fix this?
  4. Yes, the one Carlosan described is the proper way to get a watertight geometry (even with polygon reduction I noticed). All other export methods result to problematic mesh.
  5. Than you Carlosan. I used the file/export before which unfortunately altered/decimated the mesh but also creating a lot of non-manifold edges. Apparently this export you suggested doesn't, and all the exports I've done so far from the left button menu have been "watertight". This saved me a lot of time. Much appreciated!
  6. Is there a way to export a mesh that doesn't have any nonmanifold edges?
  7. I need some help for a project with a lot of re topology, mainly creating smoothed out versions of 3d scanned objects. (anatomy CT scans) Please pm me if interested.
  8. Nevermind guys, I found the issue right after I posted this. The curvature map actually does register concave edges as dark and convex edges as light, and the smart material has the option to use both type of curvatures as a mask (in the degree icon)
  9. I'm trying to create some dark edges using the toon material, but it seems like the curvature map automatically created when I select any pbr material, only notices the convex corners and not the concave. Is it possible to adjust the curvature map for concave corners/edges as well?
  10. I think a big issue that may have caused all this mess is cause I had multiple objects that I didn't want to bake at the same time because of occlusion issues. I just followed this tutorial and everything works great now. So I had to take a step back and redo everything the right way. But thanks for letting me know how to manage the uv sets, that will come handy.
  11. It seems like I have two uv sets with the same name, and only one of them is used for export. Not the one I want.
  12. I've finished texturing my model. Its made of 4 different retopo meshes and only one seems to export its materials. So all meshes are exported, but only one gets its texture maps. I don't understand why I can't get what I see in the paint room exported properly. This is bugging me for two days now.
  13. I'm working on a project that I will need an artist working on texturing/detailing characters and environments to export in Unity for VR. Some modeling might be needed on occasion. Experience with PBR materials would be awesome, but ability to hand paint details is much more desirable. Please pm me with samples of your work if you are interested. Work might be continuous for a couple of months at least. Thanks!
  14. I have an issue with the selection never staying at auto. Is there a way to keep it there after the tool changes?
  15. Today 3D coat is doing its best to frustrate the hell out of me. So I moved part of a retopo model in a new layer to mirror to the other side (as the mirror command ignores selections. I wish It didn't) I press apply symmetry on the layers panel. The model disappears. I hit undo button, now I see a green outline where my model used to be. Is it hidden? I try to unhide everything. No its not. Is it an OpenGl bug? No idea. The surface still shows up on the uv map but not in the viewport. So what did I do wrong this time?
  16. Many times I'll find myself in a situation that while doing retopology, some vertices will snap on the back of the model instead of the side I'm editing. First of all I wanted to ask if there is a way to avoid this misshap, and second I was wondering if there is a way to move those vertices back where I want (move tool most of the times won't work in this situation), or do I have to delete the polygon they belong to, and rebuild it?
  17. I've been very patient doing retopo for a model for many many hours now. But i reached the point where I have to go around some Π shaped pipes (they are in the greebles models) and this is the point that I'm starting to lose it. Is there a trick to get those retopoed fast? I have a hard time rotating the view under and all around and laying polygons trying to avoid vertices flying all over the place, especially when I have a few of those pipes close together. Its a nightmare.
  18. I'm having an issue with custom shortcuts. When I assign one and try to use it, it only selects the tool for a split second and goes back to the previously selected tool. What is the problem?
  19. Is there a way to scale something and redistribute the voxels so they are not stretched anymore? Lets say I use transform tool to scale something in one axis, and then I try to cut it on the short side just to see some horrible artifacts and unwanted beveling. Is there a way to avoid this? Resampling the voxels surprisingly doesn't do it.
  20. I may be looking of a freelance texture artist from time to time, to paint detailed pre-shaded textures on given low poly game characters. Any quality artwork close to >>this<< would be great. Of course I may be asking for concept art on top of that, so he/she can be involved from early on in the process. In that case, the ability to create concept artwork under given guidelines would be a big plus. No specific project at this point, but many promising projects in the future, especially for AR, VR game development. For now, I just need a list of freelancers I can go to when the opportunity arrives. Please PM me with links to your work. Thanks a bunch!
  21. Hi there. I was wondering if anyone could share some words of wisdom regarding an efficient pipeline between these apps. I assume some people here create and animate low poly assets for games, maybe using Unity 3D. Are you guys using the applinks for both apps? What about animated characters? That would be Lightwave -->3D Coat -->Lightwave-->Unity3D I have yet to find an efficient way to do this. I'm also having a hard time getting the look of a low poly character to be similar between 3D Coat and Unity. Any help would be much appreciated.
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