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Desert Leaf

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  1. Rant: 3Dcoat introduces more problems than actually support texture workflow. Question: When a complete image is imported as a Color (or imported as a texture in general) the rest of the Texture that is outside of the UV islands is discarded and replaced with a solid GREY color that inevitably bleeds into the seams of UV islands, WHY!? WHY does 3DCOAT -- regardless of version -- remove the rest of the texture? Reproduction: 1. Import UV model for pixel painting 2. Import a Picture to serve as a Color Layer. 3. Result - the Picture outside of the UVs are discarded, destroying any form of continuity. 4. 3Dcoat generated problem - a solid GREY color bleeds on to UV islands.
  2. Is there a way to scale the reference mesh while keeping the original scale on export? I have discovered the Retopology Tools perform better when the reference mesh is bigger. I have tried scaling in the Tweak Room, but exporting does not restore the original scale. Note: This problem does not exist in 3Dcoat 4.9. Update: I would like to note that the model is 5 feet and 7 inches in real world measurements.
  3. Hey Carlosan, I upgraded to the lastest 3Dcoat 4. However, the initial problem still exists. Is there a configuration that I am unware of? I have attached screenshots: pic 0 - paint room pic 1 - Render Room with 1 light. pic 2 - Result in Paint room. Problem - Light scattering does not bake.
  4. Hey Carlosan, thanks for the lightspeed reply!! My version of 3Dcoat is saying its up to date - oh well! I did find all the version downloads in my account! THANKS AGAIN!
  5. When using the Light Baking Tool with Render Room lights, the Light scatter values on Custom Lights do not exist on bake.
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