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CookieMonster

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  1. Thanks for the reply, although that didn't help. I believe the two-tone is based on the amount of depth, the higher the depth value the more secondary colour seems to go around the area I paint. Although, my secondary colour was actually white (and maybe it were best I didn't use another colour as an example) because regardless what the secondary colour actually is, the second colour around where I paint is still white. I'm still new to 3d-coat, and discovering these things as I go along, sorry =)
  2. If I paint something in paint tab, with the first colour being say orange and the second being green (example), the middle of the circle will be orange but it has a secondary colour around the rig of the circle being green. I don't want the green around the painted circle to appear. This is a new install of 3d-coat 3.5 19A on an educational license and I've deleted preferences folder already. This didn't happen to me on I believe 0.5A. Which options do I change? I can't seem to get it working right. Thank you!
  3. According to the reference planes I was using, the images themselves were not symmetrical on both sides, and to keep the shape of what I was modeling I turned off symmetry. Symmetry half worked when I turned it on for the head afterwards, except that the build/carve in/out details didn't work as well. It seems to have had half the effect on the right side and full effect on the left side which I was working on. I assume this was because the boundaries on both sides of the head weren't symmetrical in the beginning, so symmetry didn't form well to the right side when I had it on because the geometry placement was slightly different than to the other side. I'd still like to know how to merge a floating area of voxels. So far I'm thinking I'll just do so after the retopology phase, importing to maya and fixing it there. This time, this is for the hands. Thanks.
  4. From experience, I've been able to UV unwrap a model in 3dcoat then export it as a .obj and import to maya, add the extra mesh (while making sure everything is still combined, merged and clean up is good), go into Maya's UV texture editor and scale down the new UVs for the new areas of geometry in an an area with free space. Re-import into 3d-coat, then re-unwrap the seams on the new geometry, while still keeping your old unwrap (providing you applied UV set and so forth before the export). This may differ depending on the 3d package you use. Also, make sure to not have too many UV shells (especially overlapping ones) when adding the new geometry, as this may crash 3dcoat unless you apply a new automatic unwrap.
  5. Hello everyone, I've only started using 3dcoat since yesterday or so for voxels. I have created my character from curves, however some areas are not symmetrical, and to get the pure detail I want I have turned off symmetry. This however leaves me with an issue with the ears, with or without symmetry I cannot create ears correctly for both sides of the head because the head isn't symmetrical. I've cloned an ear and have ctrl+carved the rest of the head that was cloned that I didn't want. Now I have a floating ear in space and have no idea how to select that voxel mesh and merge it onto the other side of the head. Thanks! =)
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