morgan
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Everything posted by morgan
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I am on 2022.39 build. The retopo tools are very slow. Switching between them sometimes takes 20 seconds. The tools I use the most: add/split, quads, delete poygons, cap
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I have v.4 and also 2021 active and licensed. Both work fine
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Impossible to upgrade V4 PRO licenses to 2022 PRO
morgan replied to pgibouin's topic in General 3DCoat
RC3, its working now:) -
Impossible to upgrade V4 PRO licenses to 2022 PRO
morgan replied to pgibouin's topic in General 3DCoat
anyone else having trouble with the installer? -
Impossible to upgrade V4 PRO licenses to 2022 PRO
morgan replied to pgibouin's topic in General 3DCoat
I was able to upgrade my v.4 license, got a license key. But, when I download the installer it fails when I try to install. I have tried on two different computers -
Great, that will be really helpful, thank you
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I understand we can use height maps, is there a way to use normals inside of the smart mateiral? I plan on painting on surfaces with no UV's to build scenes in 3d-coat, I want to avoid retopo, and baking
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Hi, I want to be able to add point lights for use with either 3dc hardware renderer or the RenderMan. I understand that the only way to do this is to use a material with an "emissive gain". I cannot find this attribute in the shaders or the smart materials.
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I tried to open Digimans cleaned version of the OBJ at work (different system) and after two unwraps it crashed too. Also, I deleted the config file and it still crashed. I am also having issues with other files crashing as well. I went ahead and sent the mesh and crash report to support
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Ill try Beta 5 and see what that does, thanks for looking
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decimating 34 million polygons
morgan replied to worldcrafter's topic in SOS! If you need urgent help for 3DCoat
You can also cut the high rez in half, decimate two discrete parts individually then sew the reduced meshes back together -
The mystery deepens; I remade the mesh entirely in retopo room, and the mesh still crashes when I try to unwrap it. Its a dead simple mesh so its hard for me to believe that there is corruption in the authoring: base.OBJ also, I deleted the options.xml to no avail Ajz3d---what type of cleaning did you do in meshlab? I would like to reproduce your steps
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After a little more experiments I noticed that: obj's coming out of zbrush consistently have a "null set" at the bottom when I open them in a text editor. This is with both the corrupt mesh I have had trouble with as well as a simple cylinder. Also, if I export the corrupt mesh out of 3DC, then the null set goes away. It seems that the obj is a little different depending on what program I export from
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I tried editing the obj that digiman cleaned and it worked better but still crashed. I will hunt around and see what else I can find. Digiman, what text editor did you use to detect the invalid characters? I opened the .obj in notepad++ and found a null set and an extra space at the bottom but it looked different than the screenshot you provided
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digman, thank you VERY MUCH. That was exactly the information I was looking for. I had exhausted my bag of tricks for hunting down problems in a mesh and now have a new approach in the future. That was very informative and very much appreciated!
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HI carlosan, I can open the file and even make a few edits. But, eventually the file crashes. I can UV this model in another program but mostly I want to know why it is crashing. What is curious is that this geo has been rebuilt several times and all of the iterations crash. Its dumbfounding
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This mesh seems fine in EVERY program except 3dc (zbrush, maya, max etc) However, when I try to UV in 3dc it crashes every time. I have tried rebuilding this mesh, retopo, extracting half of it etc. Can someone take a look and see if there is anything I am missing? Thanks in advance. Wm-03_low_2.OBJ
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Pix, I have tried what you said,...maybe literally 30-40 times over the course of a year and I continue to get mixed results. The UV's are usually broken, I keep thinking that I am missing a critical step but everyone keeps assuring me that is the steps to rebake UV's....le sigh.
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Can someone point me to a tutorial on how to bake normals after I have laid out UV's. I do not understand how to go between the UV room, retopo room and paint room. I have used auto retopo, but I always have to go back and redo the UV's
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It totally makes a difference for me. I gets seams everywhere unless they are set back to a normal orientation
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Whenever I use the unwrap UV function, the islands are backwards (show up inverted in the complex checker preview) What am I doing wrong?