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Found 10 results

  1. Hi, I was wondering if the following workflow is possible: 1: Sculpt a model using voxels and/or surface tools. 2: Use Autopo to give a nice quad topology to the mesh. 3: From the Retopo room, send the retopo object back to the Sculpt room, so you can sculpt on the retopologized mesh. I guess a workaround is to export the retopo mesh and import it into the Sculpt room, but I hope that isn't necessary. Thanks, Metin
  2. Exsulator

    [Solved] Delete (paint) layer broken ?

    In the paint room, I have a particular layer with an old retopo-bake that need`s deleting. The delete button does delete other layers, but not this particular layer. (There are newer, baked layers in the list, so deleting this particular layer would not leave the room empty of content or other layers) Deleting "Layer 0" is seems impossible.
  3. Alessandro Paviolo

    Paint room - layers problem

    Hi, I'm kinda new to this program and after watching a few courses i got stuck here: the problem I have is that after i sculpt and then bake the objects, I dunno why in the paint room i cannot see anything in the layers, even if they are shown in paint objects. Maybe I understood wrong, but how can I get different materials if they are not separed in different layers? Thank you for the answer and the patience
  4. Hello everyone, I am trying to set up a pipeline using 3DCoat as my main painting program for Low Poly 3D Pixel art. I run into two issues. The first is the pixel padding settings when using the Ctrl-P shortcut are not respected. Steps to reproduce Problem 1: Import an .obj for painting in 3DCoat Go to Edit/Preferences/General tab Set padding to Never and padding Width to 0 Export your layers using the hotkey Ctrl-P Go to Photoshop and notice that the padding is still there. The second issue has to do with the corruption of multiple layer groups when a .Psd file is sent back and fort between 3DCoat and Photoshop. Steps to reproduce Problem 2: Import an .obj for painting in 3DCoat Create at least 3 layer groups and fill them with a random amount of layers. Export to Photoshop using either the Ctrl-P hotkey or go to Textures/Export/All Layer Color Go to Photoshop and notice the dialog box indicating: "Some Groups were found corrupted and repaired." Notice that some of the groups you have created are now turned into empty layers and that the layers contained within are placed below the new layer. Alternate steps to reproduce Problem 2: in Photoshop, Create a .psd with at least 3 layer groups filled with a random amount of layers. Save and Import them in 3DCoat. Notice that some of the layer groups are now nested inside of one of your Groups (usually the one placed highest in the list). Notice that if you export back to Photoshop, you may get the "Some Groups were found corrupted and repaired." dialog box. I am using Version 4.7.06 of 3DCoat and Photoshop CC 2014 on Windows 7. Related Mantis bug reports: Padding Problem: http://3dcoat.com/mantis/view.php?id=2144 Layer group problem: http://3dcoat.com/mantis/view.php?id=2145
  5. Sketchup

    Shadows gone ROGUE!!

    So I'm in the Render room, and mysteriously it puts an excessive shadow on something that it shouldn't. I've tried re-importing the model and the associated textures. I have a separate 3D coat file with just the numbers, and it renders just fine! I also axed the frame that surrounds the number, just in case some invisible part of it was casting a shadow (Spoiler alert: it wasn't). So maybe you guys have encountered this before. While you guys deliberate, I'm going to try using the non-cuda version and checking my topology on everything again just in case there's some invisible polygon getting all rapey on my shadows. .
  6. ThomasBrissot

    Aliased edges in Render Room

    Hey all, So I made a low poly model in the retopo room ( to test out the technique shown in this video ), used Retopo-> Per Pixel (no baking), painted it and looked at it in the render room. As you can see, a pretty cool aliasing occured (alisaing 1)....Same when I exported the object and rendered it in marmoset (aliasing 2) Anybody has an explanation?
  7. SebastianLeon

    Paint Room Layer Issue

    Hi guys, Does anyone know why 3d-coat is giving me the wrong layers inside the Paint room? I exported my Obj and then imported it into the Paint room. I've tried restarting the program and selecting other meshes but nothing seems to solve this issue. It's very frustrating not being able to handle my material layers I hope someone knows the answer
  8. Hey there Coaters, I am having an odd problem importing a hi poly .fbx into the sculpt room. I import it and as usual hit enter to set the mesh without modifications, then when I switch to the 'build clay' brush, my models normals come up reversed. This is one component of a larger model. All components are built with the same technique within Maya. I had a workmate look over it and try to save it out of Max, yet to no avail, still reversed normals. The only solution I found was to do 'Combine' within Maya. By adding another piece of geo to it, the problem goes away and both meshes have correct normals when imported to the sculpt room. Any ideas why this would be happening? Pics below... Thanks Guats
  9. Hey guys, have you been messing around with the new PBR Smart Materials in version 4.5, but you don't feel like you really know what you are doing, or if you are doing it correctly? Well don't worry, because I found this really great tutorial about how to paint with the new PBR Smart Materials in 3D-Coat! It is made by an Italian guy who goes by the name of DoctorDanko on Youtube. His Italian accent is only mild, so his English is still very easy to understand. (Big thanks to DoctorDanko for making the video!) In the video you get a good explanation of what the new PBR Smart Materials do, how to paint with them, and also how to build your own. Enjoy! https://www.youtube.com/watch?v=7hyz8OrzBtA
  10. Hi. I was trying to create some tileable textures in the paintroom. But as far as i see, it is hard to get an overview on the plane without a grid that shows you the quads. I hope you could follow me what i mean. Is there an easy way that shows me the areas of each uv tile on the plane?
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