roentgen
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Everything posted by roentgen
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oh, I had sent an e-mail to sales@pilgway.com . thank you.
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I, too, purchased an upgrade via paypal and now have the invoice in a list but a confirmation e-mail from paypal (usually I see that) nor upgrade license wouldn't come. Am I better to try it over again? (And I asked this to support with my invoice number but get no answers. )
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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.
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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.
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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):
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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
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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.
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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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In 2021.22, when I paint multiple smart materials, rust over metal, the first material(metal)'s going away as I select the second material(rust). 4.x is okay. It's ok if I add new layer before I activate the second one, but new layer's going to be locked, I have to add further more layer to paint(or unlock that without care of horrible warning). Actually I don't know this is bug or spec, would like to know best way.
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There was Crease Clay that I loved to carve wrinkles in Live Clay. Now it has gone with that great Live Clay, I'm looking for an alternative one. I thought Pinch could be a successor cray for Crease Clay. For now this one won't put so sharp wrinkle to my model, but my face. How can I get an equiv result to Crease Clay?