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pickledzebra

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  1. Thanks digman. I'm not sure why I can't seem to get this to work. I'm going to go back and try the first method you gave. One question though... what is the "object" in the paint room? I don't see an object tab. Do you mean the layer labeled as "volume"? thanks! Oh, also thanks for the note on elongated polygons. This model definitely has a number of those, so perhaps I should go back to my initial mesh.
  2. I appreciate you taking the time to help me with this. I can't seem to get it to work using either method. I don't mind if the original normal map goes away. I was just trying to avoid repainting the model. But, this isn't a big deal either. When I try this 2nd method, when I import the new UV (object exported from Retopo), everything disappears from the paint room. The layers are all still there, but nothing is visible. Also, there is now no UV map in the UV room. hmmm...
  3. Thanks digman! Does this mean that if I've painted the model, then realized that my UV and normal map are flawed, that I can't fix the UV and bake the new normal map?
  4. Hi, Currently, I'm doing something quite simple. It goes like this: I import a low-poly mesh into the Voxel room. I add all sorts of details that I'd like to eventually get a normal map for. Next, I go into the Retopo room and process it for the paint room. I use the option of generating a UV map automatically as I have no initial UV map. After I do this, I go into the paint room and have loads of fun with colors and textures. Here's my problem. In almost all cases, I end up with a problematic UV map with various areas things stretched. I've played around in this room with making the UV map tidy. But, when I apply this UV map to what I've painted, the normal map is all messed up. So is there a way to eliminate the 1st normal map from the layers in the paint room and redo the baking with the updated UV map? thanks!
  5. Hi, I just began doing some render tests. This is my first attempt with any software. I notice that if I have a painted object in the paint room, and then try to render it with effectively default conditions that some colors and textures are ignored. I've tried to capture some shots of this in the most simple case - where a color is not showing up. Paint Room: Notice purple color of extrusions Render Room: Notice lack of purple color. Is there a general setting that accounts for this? (yes I know the normals are icky. working on that.) Thanks for any pointers or explanations!
  6. I wanted to try out the rendering/turntable options inside 3DC. I'm still very much a learning noob, so I'm not all that familiar with rendering. I guess what I'm looking for are just a few basic settings in the Render room to get things started. I seem to be able to "render" a bunch of rays, but can't seem to get any turning action. Like it's only rendering one frame of an animation. Thx for any help!
  7. By "workspace" I don't mean the tabs or "rooms". Not sure what to call it. Here's what I'm wondering how to do. Say I'm going to make a series of animal models, or building models, or sci-fi models, etc. Is it possible to have a special set-up in 3DC for each of these? So, if I'm going to make a model of a turkey, I've got a set-up with all my animal brushes, fur and feather textures, animal parts or whatever in the voxel room, etc. thanks!
  8. Yes that's what I meant. Thanks for the tip, Daniel!
  9. Sometimes some of the brushes seem to be "angled" in the voxel room. The capsule brush for example, is like 15 degrees CCW to vertical. Is there a way to set these?
  10. I believe I was watching one of J. Jones tutorial videos where he was working on a low poly school bus. In the retopo room he imports the mesh and is presented with a pop-up question as to whether he wants to snap it. What does this "snapping" do, and how might one decide to use it or not? Thanks
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