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Gian-Reto

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Everything posted by Gian-Reto

  1. I am currently finishing off a humanoid sculpt. It was started with the idea to make it simple, so I did not wanted to create a fully working mouth. The whole sculpt grew over time, and the new intended use would make it a good idea to have a fully working mouth with mouth cavity, teeth and all. So now here I am, with an almost finished sculpt with closed lips, and no mouth cavity. I am pretty sure I could model the cavity later on in Blender, but I shiver from the thought of how to hide the ugly lines in the normal map created by the join with the outer lips. So my question: is there a good way to sculpt the cavity inside of the head in the voxel sculpt? I tried the hide tool to hide half of the head which works fine, but then I cannot use symmetry sadly. Is there any way to apply the changes done to one side to the other? Retopo should pose less of a Problem (I hope )
  2. Just as a heads-up: I had "out of memory" troubles some days ago. After installing GPU-Z and having a look at the VRAM Metrics it seems that this error can also be thrown when VRAM is too low. I reproduced the crash and I have seen that my 1.5G of VRAM (using GTX 580 here) where completly taken at time of crash. Maybe also have a look at your VRAM. For me, switching to DX Version solved the issues... for now (still using 1.37G of 1.5G VRAM... not much headroom left).
  3. So, checked the settings: - Maximum memory was already deselected in msconfig - My Mainboard gives no option in the BIOS to activate Memory Remapping, but seems all never Mainboards will activate it automatically... and as the Board already sees 24G (actually 24500M.... wow, got 500M for free ), it should not be a problem according to multiple internet sources 3DC CUDA DX works just as fine as the non CUDA version. Until now (10 minutes working with it) it has been stable for me. Sadly, for me and my Videocard the GL Version was less laggy... when it worked. Of course, IF the DX version really proves to be more stable, I will take stability over FPS. I just had an idea and installed GPU-Z to have a look into my VRAM usage. And Loh and behold, 1.35G of my 1.5G VRAM is used when the DX Version is running. And when I try to start the GL Version, the usage is at over 1.5G at the time of crash. Is it save to assume for me that my Problem is actually not with RAM, but with VRAM? If this really is the case, maybe the error handling should give that information to the user. Now I know that my 24G of RAM most probably still are enough for 3D Coat, but that I should get a double VRAM Nvidia Card for 3D Coat. Which usually is a stupid idea until you try some extreme AA Mods, but it seems with 3D Coat such a card has its perfect niche. I'll keep using DX Version for now and wait for the 6G GTX 780 to come down in price (GTX 880 should be coming soon ).
  4. Good to know... this is something that might be helpful to update the installer with. Currently it will tell new users just: "DX Version is faster on slower cards... GL Version is faster on faster cards" (or something similar). If the DX is only really suited for Quadros, that note should be put somewhere under this information in the installer window (At least for the windows installer).
  5. Thanks for these advices carlosan, I will check them out tomorrow morning. What I can already say is that my windows 7 installation is showing the full 24G of Memory. So the problem in the link should not affect my installation, right? If you say the DX version handles Memory better than the GL Version... what is the difference? I mean, will it use 10% less memory, or, just half the amount of memory?
  6. Okay, I first tried to start the CUDA GL Version of 3D Coat with this file provoking some crashes, and then was able to open the file in the non-CUDA DX Version, both of 4.1.04A build. I observed the detailled memory metrics in the task manager (Resource Monitor). CUDA GL: Crashes gave the error you can see in my post above. Interesting thing is, altough the allocated virtual memory was around 6G at the time of the crash, 4G of that is physical memory, there is a weird metric "freeable space" (sadly my Windows is set to german, cannot find the exact translation). This reached 23,5G just before crashing, so I GUESS this might be were the problem might lay. However the Windows help page support.microsoft.com/kb/2299554/de (in german, cannot find the english equivalent) tells me to ignore the freeable memory metric, so the question is really: Why are only 4G of physical memory assigned? Why only 2G of Virtual memory? Any suggestions? non-CUDA DX: Aaaaaaand it finally started up. Not only that, at least the problem with the invisible objects is gone (which is a known 3D Coat bug to me, that is usually created by 3D Coat not having enough Memory (or at least until now more virtual memory solved the problem)). I didn't had time to really work with the file to see if it is more stable. when I check the memory metrics in the resource monitor, I see that the "freeable memory" hits about 23.2G After the file has loaded. Around 5.2G of physical memory used, about 100M of additional virtual memory allocated. 1) Why is the non-CUDA DX Version starting up fine while the CUDA GL Version crashes? Anything else I should try here? 2) Why am I getting all this memory related problems when I am not even using a quarter of my physical memory, not to speak of the 200G of virtual memory assigned to the system? Are there any Memory limits of 3D Coat that come into play here? I will test the experimental version tomorrow morning if that helps with the investigation. I will also try the non-CUDA GL and the CUDA DX Version to see if its CUDA or GL which is responsible for the problems. Thanks for all the help till now, Carlosan!
  7. Sorry, of course! Forgot another thing. Nvidia GTX 580, factory Overclocked. If you need more exact specs I will provide them. Now that I think about it: Could the memory problems come from to little VRAM being available? Nvidia cards suffer from quite anemic memory compared to AMD for some time now, and in the Fermi Generation the VRAM was ridicously low.... 1,5G on the GTX 580 AFAIK. Apart from possibly loosing some CUDA speedup because of the cut FP Performance, would one of the new GTX 780 6G VRAM cards give 3D Coat more headroom to work with? EDIT: Got the exact Version: 3D Coat 4.1.04A CUDA GL Here is the crash error I get when the file crashes on startup (doesn't happen every time). This is with the CUDA GL Version
  8. Hi I get multiple crashes per day with a Voxel sculpt of mine now. Besides weird crashes I also get other errors. When I increase virtual memory, the problem goes away, but I still get the warning sometimes "your work has become unstable. Please save your work now" with a subsequent crash of 3D Coat. The File is pretty large both in amount of polys on screen (around 65-70m), amount of voxels amd amount of layers (over 50). To reduce the amount of voxels onscreen, 7 of the largest and least used layers have been reduced in size by tapping on the "simplify" option that writes the original to disk. Now around 55-58m Polys are still onscreen. My System: i7 970 (6cores, 3.2 GHz) 24G RAM 240G SSD System Disk 500G Data Disk Windows 7 64bit EDIT: Oops, forgot to post my 3D Coat version. I'll get the exact version when I get home over lunch, for now I can say its this one most current 4.1 build, CUDA Open GL 1) My virtual memory has already been raised to 250G. I could give it maybe another 50G, but then I am out of Disk space to allocate (my data disk is only 500G, its a Velociraptor thus small in size). Should I have more virtual mem space? Is it advisable to add another disk to the system just for virtual memory (giving me 500-1000G of virtual memory)? Is it important to have a fast disk for virtual memory, or could I get a cheap standart 1000G Disk for this task? 2) Then I have the problem of "dissapearing content" on some layers. The weird thing is: if I save the now empty looking layer to a 3b file and open this, I see the original content again! So the content is still there, just invisible. Any suggestions what is causing this? What can I do besides reimporting and realigning this layers to their original places? 3) Any general suggestions how to get 3D Coat to be more stable with such large files? Most probably the best thing would be to separate parts of the model into different files, but then I really like to see everything together to be able to tell if it looks good or not. Why is 3D Coat eating up virtual memory like mad? Is it the size of my layers? Should I try to split up large layers into multiple smaller ones? Should I reduce the amount of layers by combining multiple layers into a single one? Any help and suggestions are appreciated Gian-Reto EDIT: Just read Andrews comments on memory. So 3D Coat can use 4G of virtual memory max? That is not my expierience, I had a file I couldn't open anymore with 120G of virtual memory, increasing to 150G virtual memory solved the issue for me. Of course I have no way of telling what the virtual memory of my machine is used for, but as normally its only 3d coat running, I don't see what else could eat up so much virtual memory. Is this remark of Andrew from 2008 still correct? On the other hand, I see that 3D Coat is not really using my available physical memory really, only about 6-8G on the large file I have trouble with out of 24G. Why is that? Is there a way to tell 3D Coat to go ahead and use 20G for example? Will that help at all? Could anyone give a breakdown as to what 3D Coat really can use, does use in general and why? Also, is there a good tool to debug virtual memory usage for windows (that gives a real time breakdown what the virtual memory is used for)? EDIT2: I just seen that the performance metrics of the task manager should show me at least totals. I'll check it over lunch and post the numbers seen with 3D Coat empty, small Voxel sculpt and the problematic file in this thread.
  9. Sadly all the techniques shown in this thread don't give me the Control I am looking for. Don't get me wrong, you can do a lot with the Freeform tool and other primitives combined with boolean Cutoffs. But at some point, you lack the control to really get clean edges and rounded corners. This is where a true NURBS Tool would really fill a gap in the Voxel toolset, so its good to hear that Andrew thought about it and maybe somebody is already working on it. Importing external models always has been a mixed bag for me. Altough the Voxelization of 3D Coat is mostly good, getting a clean surface is sometims hard when you really need to keep the general outline and the hard edges of the imported model. MoI looks very promising though, I will definitely give it a try. Its a little expensive just as a bridging solution until Andrew adds similar functionality to 3D Coat, but as I need this functionailty now and I really dislike Blender for Modelling (the normal calculations of smooth surfaces looks off to me... maybe I am doing it wrong though), I might stick to it if I get to like it during the trial period. It really seems to do what I need. Now, if only 3D Coat could import CAD File Formats ....
  10. guys, amazingly useful responses as expected from the 3dc community ... thanks a lot! forgot about the free form capabilities... will give it a try. I also have to check out Aabels suggestions... heard about Moi before but never really looked into it. Carlosan, I gave your feature request a big +1 in Mantis. Having this capalities available firectly in the Voxel room would really speed up things.
  11. I am currently doing some hardsurface modelling with voxels again, and while I am getting finally pretty comfortable with the basic hardsurface stuff, and loving the new lathe tool, some things still pose a big challenge. Sometimes you want to do some Kind of "free form" shape, that cannot be composed of simpler shape, similar to what is sculpted here in Blender (a boat basically): http://gryllus.net/Blender/PDFTutorials/13A_NURBS_SailboatOnOcean/NURBS_Sailboat.pdf I have seen that the nurbs modelling tools in Boxmodelling tools like blender allow a lot of complex shapes to be created, and something like that might just be what I am looking for to speed up my process and remove the need to pull out the smooth brush (which will never really leave a clean surface for non-organic modelling). Now I am sure I only scratched the surface of what is possible with the 3D Coat Voxel modelling, I have not come across a tool yet in 3D Coat that can really replicate what the nurbs modelling tools in Blender can do. Is there such a tool in 3D Coat? did I miss that (highly likely as I still need to figure what the surface mode really does for example )
  12. No Edit button? Maybe the Edit function is closed after some time? Anyway, tried the World Space Normals exported from 3D Coat in DDO today. They work quite fine even though DDO Expects Object Space normals (they seem to match in my case, could be different for other objects). That said, you do not need to flip the green channel for the WS Normals exported from 3D Coat. Doing this seems to flip the direction of the directional mud material I tried it with. So I guess the flipped Y Axis is only affecting the TS Normals from 3D Coat. Even though the OS / WS Normals are only really needed for directional masking, this is helpful sometimes and exporting direct from 3D Coat cuts one tool out of the pipeline. thanks for the hint carlosan!
  13. Ah, no, I missed that. Good point. I will test it tomorrow and update this post.
  14. So, I had more fun in DDO.... and I can honestly say I have mixed feelings about it now that I tried out with a working curvature map. While the tool will be pretty useful for my purposes (lowpoly game models), as long as I prepare the meshes with DDO in mind, I don't think I would really recommend this tool for high-poly assets for visualizations and movies and so on (I guess thats not the target audience). There are some pretty severe problems with the tool apart from the general buginess (its in beta, so I guess that might sill change) and ugliness (yes its a PS Plugin, so it will never be slick and smooth like a standalone tool). Biggest problem actually stops this tool from being too useful for some types of meshes: All Texture Channels are "fitted" in 2D Texture Space. there is NO 3D Mapping unto the Mesh. That might be obvious, but it is a pretty nasty limitation. It means that while meshes with all seams in crevices or along the Edges will come out mostly fine, but as soon as there is an UV seam along a flat surface, the seam will be pretty visible, depending on the materials used. With rust for example there are a lot of variations in the diffuse texture, making it pretty hard to hide the seams, if you don't turn the mask down to just a little rust visible. The biggest problem is though with the masks itself. They also suffer from this Problem, therefore as soon as you have a seam along a flat surface, you will have to turn the mask down to just follow the AO or Curvature, which makes bigger edge wear patterns impossible. Of course, depending on the object or style you are after this might not affect you. I only really found this limitation to be a problem with painted metal edge wear and rust. Anyway, here is first truly finished Project. I thought it would be a simple project perfect for trying out DDO, but because of the cylindrical nature of the object and the mentioned limitations, seams along the sides were non avoidable, thus I had to work long and hard on the edge wear masks to hide any troubles with the 2D to 3D Projection. I created the curvature mask with Substance Designer, which gave me this curvature mask: Its hard to see in the smaller picture, but there is a small amount of noise in the map. I guess this unavoidable, and its beraly noticable, but of course out of the box DDO will pick it up. Doh! I painted the ID Colors in 3D Coat. Quick and easy as its a simple object. I then created a DDO Project with this curvature map, TS normals and ID Map from 3D Coat (normal green channel flipped), Object Space normals created with xNormals, AO also baked out in SD. This gave me an unpainted barrel in 3DO: I then added a smart material, which out of the box looked horrible: Only good thing about the out of box setting with this material and this curvature map was: the seams were quite well covered by the mask. I then started tweaking masks, added materials, manually added a Textlayer, and because of that had to add some materials later manually in PS as some DDO Functionality stopped working because of this manually placed text layer. Doh^2! Finished Oil Barrel. I am quite happy with the result, even though the edge wear is way to even.... but as I would spend hours just to get the right mask parameters that give me less even edge wear without emphasizing the seams, I will leave it like this for now. Especially as it will be a rather small object in my game prototype (yes, for that the texture is maybe overdone anyway. And Resolution and Polycount to high. But I will use it as a test object for a LOD-Generator in Unity, so thats fine) I spent 10 minutes on the sculpt (I love the new Lathe Tool!), 1 hour in retopo (yes, I am not too good with it and therefore take much too long there), and about 2-3 hours in the end on texturing (if I don't take all the hours into account I spent on finding out about the curvature map and analysing the many troubles with DDO). Not quite the quick and easy solution the vids promised! Of course, with more hand on expierience and some presets that time will come down considerably, and with a better prepared Mesh some of the problems might not be so problematic. And of course, 3 hours for a model with all this edge wear might not be too bad anyway. Still, there are at least 2 big hurdles I see that stop this tool from being perfect: No 3D Projection of textures, and general buginess. I really hope they fix the later, and I fear it will take a major rework of their PS plugin, if its even possible, to fix the first one. Andrew, if you are reading this and ever think about integrating DDO-Like Smart-Material like capabilities: make sure you project the materials in 3D space unto the model, don't go the easy 2D texture Space route. I know its most probably much more work to do. But the feature would incredibly more valuable to any texture artist this way!
  15. guys, guys... does it really matter since when curvature maps are being used? Fact is the whole topic has only a few hard to find vids explaining how to create them, and about 3 different names for more or less the same thing. Anyway, just to give you a heads up: after some tinkering Surface Designer creates a good curvature map. Found out that I had to feed SD the normal map as 3d Coat outputs it, not the version with inverted green channel I need for both Unity and DDO (Maybe somebody here can explain that to me? Is that the inverted Y channel?). Now DDO works like a charm.... well, almost. There are still some problems around the seams, I guess there is no way around some manual intervention there. Guess I need to brush up the masks manually after I am happy with the generated one.
  16. Wow guys.... so many responses in just about 12 hours. I am amazed I have to say, Curvature maps are also new to me, and even though now that I know about them I can see the use of it even without DDO, without my testing drive of DDO I would have never found out about it. I can understand that it might take some time to integrate all that new PBR Stuff into 3D Coat and have no Problems with waiting. I just would like to find some bridging solution so I can start using DDO and, if I will also like it, Substance Designer now, so I can prepare for Unity 5 in which PBR is one of the big new things (I vowed to not jump on the 3rd party PBR Bandwagon in Unity 4 until I have seen what the official shaders look like). I guess I will give Substance Designer a spin first. If it can convert a normal map into a curvature map, great. Else I will try some of the other workarounds described here. @ carlosan: a, I think I misunderstood what a curvature map is. I thought it would be more along the lines of an AO map (convexity is white, concavity is black). No wonder my self made curvature maps did not work! I will certainly give it a +1. Having this ability directly in 3D Coat will integrate Voxel sculpting much more seamless into a PBR pipeline, and as far as I can tell, PBR is here to stay (while most of the DX11 fads like tesselation.... lets say, I seldom felt the urge to create a displacement map ) Thanks for all you useful Information guys! Gian-Reto EDIT: Just gave the substance designer a spin. I could bake out a curvature map quickly, and while the map out of the box still does not seem what DDO expects, with some tweaking to the values in the mask designer I was able to get a 95% correct Edge Wear. There is still the problem with the Edges of the 2D Texture getting incorrect wear, but it is really small now, and maybe I made a mistake while baking the curvature map. I will try again. And might try the manual Photoshop way anyway. Thanks again to everyone that posted! EDIT #2: Forgive my noobishness, I never used mantis before so.... where do I give +1 to an issue/feature?
  17. This is really driving me mad: I just started playing around with DDO. But it seems in order to REALLY use the tool to its full potential, you need a clean curvature map. Now I haven't used curvature maps at all until now, and it seems there is no easy way to create one from 3D Coat. I tried some solutions from the net which convert an AO or Height Texture to a Cavity map, this always resulted in a full white (or almost full white) curvature map in DDO. Just using photoshop to get a red / green map did not help either. Now I know I might need to ask this in the DDO Forum, but as this Forum is now down for more than a day, and has little visitors, and my problem actually starts in 3D Coat because it does not bake this map, I'll try my luck here. Anyone else here that use curvature maps in their pipeline, and how do you create it? If you use xNormal to bake, whats the best way to export a voxel sculpt to xNormals? an Autopo with millions of polies? does that even work? Is there any easy trick I miss besides baking in a different tool than 3D coat? Is there a hidden option in 3D Coat? Seems Voxel Sculpts are not such a good idea anymore compared to polygon sculpts when 3D coat does not provide all necessary tools anymore in the Retopo room. Thanks for any help. Gian-Reto
  18. Sorry to barge into this discussion, but seeing that some users here seem to be using DDO to Texture 3D Coat models, I would like to ask people who successfully used it a question: I am also in process of testing DDO at the moment... currently with mixed feelings. The amount of weird behaviours, bugs-or-features and other silliniess ist baffling, I can only bear the flashing PS Scripts because PS runs on my cintiq while I use the DDO GUI on my Main Screen, and while my first test model came out fine after I got around the first few roadblocks (how to start the thing up, how to get the color ID File in without DDO crashing), my second model somehow exposed a weird bug other DDO users reported in the Quixel forum but no one ever gave a definitiv fix or workaround for. Its basically the weird Edge Bleed Issue with the DDO Mask that is ruining my current texturing efforts. I tried about any combination of Input maps save curvature (no Idea how to generate this from the output 3D Coat provides me with), made sure the transparency is gone that 3D Coat causes in the maps, and so on. I cannot get rid of these edge bleeds. I guess, to quote artmans opinion on the topic, with carefully laid out UVs (leaving a big border at the edges) I might get around the problem, but I rather not start tweaking UVs just to patch a bug in another tool. Anyone had this Problem before? What did you do to get around it?
  19. Worked like a charm... even easier than I hoped! Thanks for the video and response! Regards Gian-Reto
  20. Hi I have a question that might be pretty simple and stupid, but I can't find the answer: I created a sculpt composed of two voxel Objects, as one of the objects was basicely one of six legs the other object will rest on, and I wanted to duplicate this object in blender to save some texture space. Now, I am finished with the sculpt, retopo is fine, merged it to the paint room, got the leg duplicated in blender after some relearning of the commands... But I face a problem now: when I unwrapped, I unwrapped into the same UV set (to create an atlas)... but upon merge to paint room it got split into two UV Sets. I have now 2 big textures with lots of wasted space on the leg one, that would fit together perfectly as they were one originally. Is there an easy way to merge them (in 3D coat or outside)? thanks for any help Gian-Reto
  21. I have a quick question about the CUDA Support in 3D Coat: I am using a GTX580 since 3 years with 3D Coat and I am pretty happy with the performance, both for 3D Coat and other stuff (used for game testing and running game engine editors). But there will come the time to ditch the card, and maybe I want to reuse my much faster OC'ed GTX670 from my gaming rig in this PC, when I finally get a replacement for that card. Now as we all know, the Fermi Generation was the last crop of Nvidia cards that still had full DP. That is why just going by benchmarks, only with the current top Kepler Cards like the GTX780TI the DP CUDA PErformance is finally getting on par with my 3 years old GTX580 again for Gamer Cards. And then there is the overpriced bastard that is the Titan, which lets you pay some additional VRAM and the additional DP GFLOPS dearly. My question therefore is: Is 3D Coat even using the DP Power of the NVIDIA Cards via CUDA? Or is it using SP only? Does it make sense to look at the DP PErformance of a card (and therefore pay 300 bucks additional for a Titan for example) if 3D Coat is the only CUDA Accelerated program I use? Because if its using SP only, there is little sense in sticking to my aging card until the gamer cards in the sensible priceranges have overtaken the GTX580 in DP Power. Thanks for any Input on the topic Regards Gian-Reto
  22. A little update: After some more problems and my windows not starting up anymore, I tried to repair with the windows cd. After even that failed, I exchanged my SATA3 Cable for my SSD. Now I could repair the System Partition, and it seems windows is running fine again. No idea if the Errors are gone now for good, but it might explain my current series of problems. So this most probably has nothing to do with 3d coat, more with an aging cable being used on two different mainboards.
  23. Hi I am using 3D Coat since over 2 years now. In this time I had multiple problems with my PC, had a faulty Disk, and am now struggling again with my SSD (after the first Hd crashed I got an SSD and a Disk for the Data just to never lose my data when the windows disk gets trashed)... I use this PC pretty frequently, but certainly not 24/7 or as much as some other people. It has fairly beefy hardware (see below), so it handles 3D Coat pretty well normally. Because of that I might get a little bit careless with Voxel resolution and such, and as I know 3D Coat is fairly I/O intensive (and creates pretty large files), I am now wondering if some of my problems might come from the high I/O load on my Disk because of 3D Coat. My Machine: i7 970 (6 cores) 24G RAM 250G SSD / 500G HD GTX580 I often juggle around with files with 25M+ Polys and a lot of layers. I got 2 files in the 2,5 years that got corrupted at some point, both pretty large (70M Poly Voxel Sculpts)... first one might have been caused by Disk woes shortly before my Disk bit the bullet, second one happened last year, without any Disk worries (the HD seems to be still going strong, if there really is no damage I will see after Windows Recovery though. At least it ran 3 months fine since I noticed the second corruption). I would like to get more information about what 3D Coat does in I/O to somehow ease my growing suspicion that its 3D Coat that trashes my Disks and Windows Installs. That might sound weird, but I have another PC I use pretty frequently (not as frequent, but almost daily), that has similar HW (not the Heater-disguised-as-CPU type i7, but a mainstream Sandy Bridge i7, else everything is pretty similar), and has no such problems. The difference in usage is: The bigger PC has my Wacom Tablet and all the Artsy Apps installed. Photoshop, Manga Studio, 3D Coat. I use them here exclusive (well, without Wacom Tablet they are no fun ... all other Programs are used on both PCs... and the Second PC even has all the trash installed (and with Trash I mean Games... which are notorious for crashing windows). So besides the possibilities that I might have some faulty Hardware, that the 1366 Platform is just not stable enough (unlikely, even if it does run hot), on the software side its either faulty drivers or one of the mentioned Artsy Apps. And as I use 3D Coat more than others and it has much Resource needs, I am really not sure what to think at the moment. - What does 3D Coat do in I/O? Just saving, or also using Disk to Swap Memory to (Potentially handled by Windows)? - Is there a good way to look into what is happening in I/O (not used to Windows Swapping, so unsure which utility to check)? - Could it be that large Voxel sculpts are increasing I/O a lot? Most probably my suspicion is BS, and I should just check all HW Pieces and re install Windows. Still, would be good to hear some opinions. Regards Gian-Reto
  24. That was pretty much my reaction, but I was not sure if I did not miss something (hidden option or something). I worked around it by deleting the meshes and layers from the paint view, remerging just single meshes and exporting them, then reloading the scene with all meshes in the paint view, and only using the textures exported from there from then on. This works, but it is a little bit more complicated. Should I make an official bug report in a different forum?
  25. Hi I am facing a new weird problem with 3D Coat... I created a new model, and after export to the Unity game engine had weird shading errors again. This time I could fix it by selecting the "tringulate" option upon merge to paint room. This did indeed fix all the shading errors (along with selecting a different smoothing angle), but then I noticed a new problem. My model basically consists of two parts, the body of a streetlight and its "Lightbulb"... done this way so I could "switch off" the light at runtime by swapping out the textures on the bulp, removing the sel-illum texture (and switching off the spotlight of course). This was exportet just fine when I let the engine handle the triangulation (with the exception of the mentioned shading errors)... I got one file containing two meshes with two UV-Sets. Now, after I switched to letting 3D Coat handle the triangulation, both meshes seem to be combined on export. In the game engine I see only a single mesh, containing both meshes, and they get assigned the same Textures. In the Paint Room everthing still looks fine, so it must be happening during the export... Did I miss something? Is there an export option I have to select? Did I make a grave mistake somewhere? Thanks for any help Gian-Reto
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