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Jakejazz

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  1. Is it possible that the tyres have caused the problem? They have a higher polygon count but even with 4 of them it isn't an overly complicated model. Thanks. Single Tyre.obj
  2. Thanks Carlosan. Apologies. I have only just seen your reply. I will have a look at the video.
  3. Thanks Carlosan. Is there any way to share the model without making it available to all?
  4. Hello. I am working with a high spec Lenovo laptop which has an i9 processor and 32GB of RAM. I have successfully unwrapped a complex character model without issue but now that I am working on a simpler car model, I am prevented from opening the app and get the error message shown. I am using Windows 11 and have set the graphics for 3D Coat to high priority and yet the issue persists. I would rather not upgrade the RAM if it is not necessary. Any tips would be gratefully received. Thanks in advance.
  5. Thanks Carlosan. I think that my copy of 3D Coat might be a little buggy. It is behaving properly in this regard now but I am having issues with available memory.
  6. Hello Carlosan. No UVs before arriving in 3DC. In Cinema 4D the character had the basic white material and a phong tag attached to each part of the model.
  7. Hello I have unwrapped the UVs for a character in 3D Coat and exported out the Objects and Textures. I am working with Cinema 4D R21. When I attempt to open the OBJ, it opens as an Xray of the character. PNG attached. I am aware that there is a long running issue with Cinema 4D with regard to importing textures but this is not solved by relinking the textures. I am working with Substance Painter and when I load the textures in - the character remains as an Xray. This has been an ongoing frustration with Cinema 4D R21. Does anyone know of a good workaround? Many thanks!
  8. Thanks Carlosan. What I am experiencing, is that if I import an OBJ from Zbrush into Cinema 4D and then change the hierarchy of objects, the Zbrush subtools still remain when I send an OBj on to 3D Coat.
  9. Hello I have a character modelling workflow that jumps between Zbrush, Cinema 4D and 3D Coat. I start with Zbrush, as I like blocking out in this app. The downside of this is that the subtools from this sculpt remain in 3D Coat even after adapting the object hierarchy in Cinema 4D. Is there a way of making sure that the oject breakdown of an obj exported out of Cinema 4D takes priority in 3D Coat? I use 3D Coat for retopology and UV unwrapping. Many thanks.
  10. I solved it! It appears that splitting by material, when importing, keeps the 3D Coat UV Sets intact.
  11. Hello I have spent a fair bit of time getting my head round UV mapping with 3D Coat. I have created 3 UV sets for a character and am happy with the layout of the UVs. When I open the exported 'Objects and Textures' Obj in Cinema 4D I suddenly have a separate UV set for every element of the character. Does anyone have an idea of how I can ensure that the UV sets that I create in 3D Coat remain intact in Cinema 4D? Many thanks.
  12. I tried a new character that I made and it is covered in blue lines. Is this a problem with the pipeline between Zbrush, Cinema 4D and 3D Coat. It makes the process take so much longer. I am also experiencing that the viewport now does not shoe the UV sets after I created a new one. Anyone found a solution to this issue? Many thanks.
  13. After a lot of detective work, I have discovered that all the blue lines were due to problems with the geometry . Specifically, any point that was on top of another and not welded created a blue edge. This was true of points from different elements that happened to overlap and alos true of points that should have been welded together but were double points for some reason. It took a lot of time to rectiify all of these errors. Anyone know a quick way of finding all the offending points? Many thanks. And thanks to Elemeno for offering up a possible solution.
  14. Thanks for clarifying that. In Retopo I get greyed out geometry and applying the remove sharp edge to the edges that I remember as being blue doesn't appear to change anything. I would leave it as it is but when the geometry is unwrapped near a blue edge it is very distorted.
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