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roentgen

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  1. I put UV by myself, and symmetrized that. Now I got better result! Thank you, Carlrosan. This picture is 8K texture with better UV, but it's still jaggy. May 3dcoat use a dedicate samples parameter to bake. And it seems that baking with symmetry UV has some troubles. The result was broken by left and right islands.
  2. Does a process of baking depend to texel density? like as rendering? ... sure, may be so. I use as is UV that has been produced by Autoretopo's processing. Islands look so small and be fractured, may be not look best quality for me.
  3. Hi, I baked a shader for Per-Pixel, that produced jaggy pixels on whole of texture. I think that I'd never seen that result in previously tries. (A texture is 4k resolution but my shader is low frequency and looks like no needed so huge resolution) And so I have re-tried by Texture Baking Tool , that going to get same result. So, how do I fix this? (3Dcoat 2022.29 (stable) Win10/OpenGL) Thanks in advance, Vox Sclupt+Shader: Pixel Painting with Autoretopo (4K texture):
  4. I done to install the latest (40, windows). Some times it looks that an installer will hang up. Let us retry installing over again.
  5. Sorry, this was completely my mistake. Correctly, as mentioned me by tokikake, Blender can't assign *INDIVIDUAL* UV maps each a polygon.(One vertex/polygon is included by ALL UVmaps) As Carlosan said, 3dcoat does not, 3Dcoat can assign only one UV map to a polygon. (One polygon is included by ONE of UVsets) > There is no ability to assign different UV maps to the same polygon.  Attached FBX(Ascii), uvmaps_test.fbx, has multi UVmaps, when it's imported to 3dcoat, then we can see all UV maps wrote on the file, but 3dcoat does not know that polygon must be included by which UV set is. If so, for re-painting, I should just consolidate all UV maps to one on blender when that object has many materials. This works well for me because I just wanted re-painting. But this may not be any help for other workflow. I would say that may not necessarily need to separate objects/retopo-groups. uvmaps_test.fbx
  6. hmm, okay. It's sure that Blender's multi UV for an object, particular a relationship of material and UVmap, may be not obvious for other program. When I would like to import and repaint a model once exported, if it has multi UVs, I should duplicate it so that has one UV per a model, and just import one each time, and import texture, repaint it, then export it. That's not so difficult, but it makes me wanna get a .... color palette or custom swatches. Thank you all.
  7. I see. (Un)Fortunately that's not problem for me because also Blender can't assign 2 or more UV maps to one vertex.
  8. Is that a spec? Exporting can put multiple UVs but Importing means, sadly, that we can't re-paint the model after once writing out.
  9. When it's imported from Blender, now I can see model set on Y-up system correctly. Thank you! (2021.37) But for a model that has multiple UVs, only one UV is imported another are still broken.
  10. Sorry, this was not a bug. For sculpt room, it was not that symmetried part appeared in realtime.
  11. Symmetry does not work in sculpt (2021.33). It reproduced also 2021.22. In 22, Symmetry won't be appeared only for sub-volumes. But now it does not work for all.
  12. In Modeling room, gizmo will attempt to move itself against at scaling when I would like to scale 3D primitive by gizmo. (2021.22) bridge.3b_ - 3DCoat 2021.22 2021-08-19 12-33-52.mp4
  13. Will baking shader force to put padding onto textures? I want have any process won't put any padding because I want use alpha channel. Then I tried texture editor to remove padding. However, in texture editor, eraser will be always smooth tool like as SHIFT modifier pressed despite no SHIFT key pressed. So I can't clean padding up.
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