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  1. I'm trying to create a new UV set for an existing model using 3DCoat, and everything goes smoothly until I try loading the new UVs in my rendering software. Other UV editing tools seem to work fine but 3DCoat keeps producing stray polygons that aren't mapped properly. I can only assume that it's something to do with the vert order compared to the base mesh but I don't know why 3DCoat would be changing things with other apps don't and I can't find anywhere to adjust any settings related to this. Does anyone know of a way for me to prevent the altering of vert order?
  2. Hello, I've been using 3D-Coat for a good while now but I've never run into an issue quite like this. When I import this particular model that I've been given to texture, I noticed that there were these strange diagonal bands in the texture editor. I didn't think much of it at first but when I paint with depth information, the depth gets applied at maximum strength when inside these bands regardless of what the brush strength is. This only seems to happen with this particular model. I've included the .obj version, but I can't figure out what aspect of the model may be causing this. The bands don't seem to correlate with any of the edges on the model. There is only 1 UV set on the mesh (I've checked it in 3ds Max, Blender, and Maya, all showing the same thing). The problem occurs regardless of whether I export it as a .fbx or a .obj. This problem occurs with this model in both 3D-Coat 4.5 and 4.7 regardless of the texture resolution I specify when I import the model for per-pixel painting. Any ideas on what might be causing this? You help is much appreciated! HumanShip01_Arm.obj
  3. Workflow: import high poly .obj from 3DS Max Autopo to desired polycount UV unwrap retopo mesh <--- I would like to then decimate my unwrapped retopo mesh to further reduce the poly count, while preserving the UV boundaries from the previous unwrap. This is possible in 3DS Max, but is it possible in 3D Coat?
  4. Hello, I have an object with UV islands, I want to colorize each island separately, I bought this script: https://cgtools.com/uv-colorizer but it doesn't run, just crashing any version of C4D, so I need something similar. Can you please help?
  5. Hello, I have imported test model from C4D with many poly-objects inside, they all have materials across, let's say each model has general materials such as wood, chrome, black plastic, etc. So I was unwrapping it, it's all good in 3D-Coat, I did unwrap, I saw good UV island, but when I export to C4D, all objects have multiple UV tags, C4D and Unreal Engine doesn't support multiple UV tags for lighting and texturing. How to export so I going to have one solid UV tag not many separated, please help! p.s. would be good to have autro-map for many objects with option not-single-material, because right now it's only doing one UV for multiple-objects, doesn't respect Separate-Materials.
  6. Hello all. I have a model I created in ZBrush, from which I made a "low poly" version (~60k faces) using ZRemesher followed by some manual editing in 3D Coat. I am using the latest stable version of 3D Coat, 4.7.24. Now I am trying to make UV seams on the low-poly mesh in 3D Coat so that I can texture it. I have it in the retopo room as a retopo object. I am trying to use the UV Mark Seams tool with the 'edges' selection, but even with with number of segments set to '1', I can mark, at minimum, 3 edges at a time, which automatically follow along the edge loops. Since this is my first time trying to make UV seams manually, perhaps this is intended for a reason I am unaware of. But there are points where I would like finer control if possible. Is this a bug, am I doing something wrong, or am I misunderstanding an aspect of creating seams that accounts for this 3 edge minimum selection? Thanks for taking the time to read my questions
  7. So i'm trying to overlap and past these lowpoly thrusters onto each other, Their Made slightly angled so I have to Flip the UV horizontally so they match. The problem was that I was trying to copy ctrl+c and paste v+ctrl onto each other but It left a border behind, Why did this happen??? I had to go back to check in my other programs if they weren't symmetrical but they are?! Then I tried to copy the edges,vertices to the other one and that just crashed 3d coat instantly!
  8. Hi, I have a long cylinder I'm trying to UV. I've created 2 seams down the entire length of the cylinder, plus one each around the caps. 3D coat keeps bending the overall shape in the UV preview window. I've tried changing the unwrap modes, but no luck. The only solution I have found is to break the cylinder up to smaller pieces along its length, but this makes life pretty hard when painting continuous lines along the length in photoshop. I assume it's got something to do with the cylinder being deemed too long to fit on the UV preview, so it is bending it to fit. Is there a way I can make 3D coat keep the cylinder from deforming into a curve? thanks r
  9. Hey Guys, I'm just wondering if it's possible to merge paint objects, or export with one material set? as currently i'm getting 10+ material sets in substance when I only want one, and I know it's because I have multiple paint objects. Any help would be appreciated, cheers.
  10. Hello, I am a Maya user recently learning 3DCoat, and this is my least -but surely not last- newbie question: I am following this tutorial series, pretty good: I am making a simplified version of the hammer, without the cord and the ring. Anyway, I have already done my retopo, everything working fine there, until I want to make my UVs. The problem is, I can't create UVs at all, I have 2 circular island automaticaly created from the sphere object used to retopo my gem at the bottom, and I can delete those, but I can not make any other UVs. I am supposed to hit "unwrap"... I have tried selecting every layer, selecting the polygons, selecting the entire object, I hit "unrap" and nothing happens. Also, my objects is not showing on the UV room -shoul it be there if I don't have UVs?-. I am using 4.7.10. Thanks in advance.
  11. I import a LW object, which has two surfaces named, for UV mapping. The dialog is the one for importing a mesh for per pixel painting, and maybe this is where I misunderstand. Once I hit OK, I have only the first UV set. Kind of confusing (to me), when it looks like it's going to generate one UV set per surface. I assume it isn't, because it doesn't, and that if you want different uv sets per surface, you have to set that up separately.
  12. Dear 3D COAT Team, I used 3D coat for many different tasks, UV creation, painting voxel and mesh sculpting, etc. I run into a situation where i would really like to use a low poly model to create uvs on (as is much easier to create with lower poly of course), and then i would like to subdivide the model and do a bit of tweaking to it. I can use the tweak room but is quite limited, so it would be great to be able to use the sculpt room tools to do the work, or bring more tools to the tweak room... I tried a work around subdividing the mesh with the UVs in max, then import that mesh on the sculpt room, export to obj, import in max and morph (before morph i had to triangulate mesh as it gets triangulated from the export from 3D Coat) This in theory should work, but the vertex order changes and the morph does not work correctly... It would be great if you could import a mesh on the sculpt room and when exporting it without reducing it, it would be the exact same mesh, with same poly numbers and vertex orders.... so we could use the UVs already created. Just a request in case this could come on a future version. Thanks, M.
  13. Hi, all! After creating and unwrapping a UV map, I can see the UV preview in the Retopo room-- but when I switch to the UV room, there's nothing there...can someone help? Thanks! Bryan
  14. Hey, In the retopo room , when you press SPACEBAR it brings up the quick select toolbox... in this there are quick access slots #1-8. firstly... this is an absolute stroke of genius...!! secondly.... it doesn't seem to work. I just watched a video tutorial so I know i'm using it correctly but nothing happens when i press the hotkeys.... also clicking on the icon in the quick select area doesn't work. is this a bug?
  15. hey, so if i have an object with a lot of overlapped / mirrored uves, 3d coat either takes a loong time to open it or it crashes, is there something i need to tick off , is it trying to calculate something even if i set it to "keep the uv's " ?
  16. Hi everyone, I'm looking for a udim workflow from 3d coat to mari. I know that I can unwrap my uv's into separate tiles in 3d coat, but is there a way to export those tiles as udims for mairi? I've been searching for an answer on this and I am unclear if this is something I can do with 3d coat. Any help would be much appreciated, thanks! Max
  17. I'm having a bit of trouble getting UV's to blend at the edges. This is my best attempt - making a base mesh in C4D and auto-UV-ing in 3DCoat. I'd like some advice for making the edges blend better, or perhaps a video link. I'm on the lookout for manual UV-ing tutorials so any advice that points in that direction is appreciated. Also, I'd like to understand why the material was blank when exported - ie: the textures didn't export with the OBJ. I had to export them separately and reconstruct the material from individual maps in C4D. pillarRockTest-1-bad-UVs.tif
  18. I have some requests. Would like to know what do you think about them. Thanks in advance. 1. Procedural noises, specially for texturing Right now, there is no (complex) noise creator inside 3d-Coat, and only on sculpt room. That would be great for sculpting and texturing, but specially texturing. Why? Because, right now, Smart Materials are totally dependent of user textures. So, if you don't have an extensive library of noises and grunge maps, you can't create anything great with smart materials at all. 2. Non destructive smart materials Smart Materials are great, but would be greater if we have a way to make changes on the material without the need to re-apply them on the layers and objects, or even without have several intances of the same smart material while creating them and testing out. 3. Quick UV Editor toggle visibily button Having the texture UV editor window fixed may take away precious screen space while have to go trough menus and dock it again can be somewhat annoying. So would be great to have a button to display some viewports on Paint Room: one with the models only, one with the UV editor, one with both side by side. Exactly like Substance Painter actually. 4. Layer maks like Photoshop I heard that this feature is coming, but would be great to know more about it in order to give suggestions. 5. A real smoothing option for painting I'm painting right now some 8k textures. There is no way for blending colors in any way while painting. The smoothing (shift) does nothing at all, unfortunatelly. 6. Sculpt layers This is a non-brainer. Cinema 4D, Modo, and many other software uses. I may be wrong, but it seems that only 3D-Coat doesn't have a feature like this.
  19. Hi, I've got a rather simple question. Is there any way to use the UV Room's Auto Scale command without triggering 3D Coat to automatically realign all UV islands as well? The problem is, that I painstakingly arranged different 'sub-islands' in Cinema 4D, so that things are a little more organised once I start working on the global UV map in Photoshop. All I need, is to scale all these sub objects' UV maps to the same size. Clicking on the Auto Scale button makes this simple, however, it instantly messes up my initial layout, by rearranging everything as it sees fit, meaning I have to recreate my layout from scratch. If you could Auto Scale without any realignment taking place - let's call it "Auto Scale In Place" - there might be overlapping islands, but I could quite easily move things around, keeping my initial layout. There would still be work to do of course and it would be fiddly, but it would definitely be quicker, than having to create the entire layout from scratch. So is there a way to achieve this in 3D Coat? I haven't been able to find it. Or would this be a feature request for a future update? Thanks for letting me know!
  20. Hi 3D Coat Users! Okay, so I'm very new to 3D Coat, and I'm having some trouble baking... I've been trying for hours to figure out how to bake a high poly model (That does NOT have UVs, and that HAS been painted in 3D coat already) onto a low poly (Has UVs but no textures). I tried out the texture baking tool in the paint menu, but it only gave me an empty colour map instead of the details I've painted (Though granted, it was kind of in the shape of the low poly UVs). I tried messing around in the Retopo tab too, but whenever I AUTOPO and UV the high poly, it doesn't apply the UVs that I create. I can see them in the preview in the retopo tab, but when I jump back to the paint tab I just get an empty checkerboard texture editor panel. I've just tried importing my low poly into the retopo tab, and I can see it, but I don't know how to apply the geometry from this to the model (I've managed to bake out a normal map for the high poly already by exporting it as an .obj and running it through xnormal), so at this point all I really want is the colour/diffuse map, which doesn't really need the high poly. I'm sorry, I know this probably sounds confusing, but I'm really stuck! Thanks in advance!
  21. I unwrapped several items from my 3d scans now and usually the results are acceptable. But executing "Save Contour" mostly produces a message like "Warning! It seems some islands are stretched...The percent of distortion is...." Sometimes I have values of 30-50% distortion but the cutting patterns are not that much messed up. Are the values an average of the whole distortion or is it just the maximum stretching of a specific island? Is there a way to minimize this? I usually use "Cloth Relax" before I save the map to an .eps file.
  22. Hi There, I've got the demo version of 3dcoat at the moment and was looking to bake maps for some large assets. Every time I try to load the obj in I get an 'square of the uv set is too big' error. Is there a limit to the amount of tiles you can bring in? Most of the assets I'm working on are around 70 or so tiles and sometimes up to 200 udims/tiles. Before anyone asks, yes, I do need that many tiles Sometimes the camera is rubbing up against the asset. Cheers, Mark
  23. Sometimes you need to bake objects in the same UV set separately. This creates two UV sets with the same name. So you go to UV room combine them back and hit "Apply UV Set" Every time I use "Apply UV Set" in the UV room and go back to Paint Room it asks if I want to apply changes made. No matter what option I choose, this destroys totally screws up the normal maps on my baked paint objects? Is this broken or am I doing something wrong? I've been trying to understand what 3D Coat is doing with UV's and baking, but I'm obviously missing something. Can anyone help?
  24. Hello, is it possible to project a stencil in "UV-Mapping mode" but without the tiling all over the object? I need to project a texture exactly and "From camera" is not helpful this time. Thank you. P.S. And positioning the projection seems a bit tricky, not so immediate like the "From camera" mode
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