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  1. I'm trying to mark some UV edges and cannot because the model goes 'behind' another mesh. Is there anyway to 'hide' the mesh associated with an island OR use wireframe view mode in the UV room? Choosing view Wireframe doesn't work for me in 4.8.03
  2. Texturing is central to 3D. From UV to UDIM to Ptex, it is easy to think one technology has just displaced another, but the reality is more complex. UDIM UV mapping has enormous popularity for texturing in the face of much newer systems such as Ptex (which works very well in its own right). While Ptex may still yet win the texturing heart of pipelines around the world, it has not yet become the dominant force. The article at FXguide UDIM is a way of creating a single linear number that identifies each integer block in UV space. You do this by defining a limit on the number of patches you can use in the U direction (the U-DIM) and then resetting U to 0 and incrementing V by one after reaching that number. i.e. fill in all the patches up to U=10, then go back to U=0 and go up a line in V. In fact, while UDIM could use an U base number, 10 is now the default and almost exclusively the only number used. The UDIM number starts at 1001 with the U=0,Y=0 being 1001. //note: Proper UDIM support in 3DC was implemented after v4.5 BETA4
  3. Hi, Sorry for all my questions, but I'm still exploring 3D Coat, and loving it. I was wondering: If you take a voxel object straight from the Sculpt room to the Paint room, you'll be painting with vertex colors. What's the best / easiest way to convert a sculpted voxel object to an automatically UV-mapped mesh that's ready for UV painting in the Paint room? I assume the key room for this is the Retopo room, but what steps should I take if I want the voxel object to be meshed and get UVs in stead of going through retopology? Many thanks, Metin
  4. So I imported a low poly model and cut off a small portion of it. But when I unwrap it the UV Map is completely different from the original one and when I import the texture it had before it's all messed up because it doesn't fit the new uv map. So is there a way to make changes to a model and still have the original texture wrapped around where it was before? It's really frustrating not being able to keep the models original texture after unwrapping.
  5. Hi all, This is another question where I'm struggling with workflow. I built a complex model in Cinema4D that is designed for subdivision. there are a lot of really fine sharpening cuts. These make it somewhat difficult to build the UV set for, as I have to zoom way in to get exactly the right edge. Would you suggest doing those sharpening cuts once I've exported from 3DCoat? Or am I thinking about this wrong? Thanks! Justin
  6. Hi All-- Hope all are well....incredibly grateful if you can tell me how to accomplish this...and ASAP I'm building out some models in SILO3D--and I'm using 3DCoat for UVing so far. I absolutely love it. Here's my trouble: I've marked up my mesh in the OBJ (silo) w/ some simple Materials....then I head over after UVing (3dcoat) to substance painter where I replace those simple MATs w/ glorious procedural ones. Problem is when I hit "APPLY" in the UV room----my material names all get nerfed back to vanilla (all one color, one same mat). What do I need to do in 3DCOAT so this doesn't happen? I imagine I need to tell it something in the paint room etc before I hit APPLY UVs. I'm on a tight deadline so this will hugely help my workflow. Thanks so much--and if you wanna call and walk me thru it I'll definitely return the favor. Roger
  7. Hey folks, I have a question about Exporting Textures. So, I have a finished model that I have unwrapped and UVd and then painted in the paint room. But when I brought it into Unreal I am not happy with the resolution of the texture and I am already at 8k. (was hoping to get it all on one UV) Now I have gone back and split the model into separate pieces and am hoping there is a way to import them individually and bake/apply the previous painting I did to that section, OR. Do i need to paint all these separate parts again? please say it isn't so!
  8. Hey all - new to 3d coat but LOVING it - But! Today - I can't for the life of me figure this out. I unwrapped everything and rearranged everything on the UV map... All great - Then realized my seams weren't right. Even tho the 'colors' of islands changed when I removed UV path and added UV path (using UV path tool and ctrl enter) - I thought that's how you do it? It looked right color wise: But still - when I zoom in I have this: What the heck is happening here? :-( If I unwrap it - it goes crazy. Stretches that area like crazy. So I'm pretty lost as to how to get it to work. Any ideas? Thanks!
  9. Hey everyone, I've been doing daily sculpts and so far I've kept my work completely in 3D Coat. And, rendering in 3D Coat just isn't cutting it anymore (for what I'm trying to do, I think it is a nice feature overall). I want to get my work into Cinema 4D and render with Octane. Basically, I want to do a High Poly sculpt, texture it, and then get it into C4D. Automapping High Poly sculpts in 3D Coat often leaves me with a lot of seams. So, any tips to help with that would be appreciated. And, I also have a very hard time getting the auto re-topology working. Here is my current best idea: 1. Create new layer and merge visible to get all my sculpting layers to one layer. Then, smooth/fill problem areas. Export as OBJ. 2. Use Decimatation Master in ZBrush. Export OBJ. 3. Go Back to 3D Coat and map the UVs. Export OBJ. 4. Export the High Poly sculpt from 3D Coat and then go to Knald to bake Height/Displacement, AO, Curvature, and whatever else I might need to the Low Poly OBJ. 5. Go Back 3D Coat for painting textures. (optional before painting: Bake the shaders I used during sculpting to the low poly - which works decently) 6. Export to Cinema 4D. This workflow gives me decent results without losing too much of my original detail. But I wonder if there's a better workflow. I want good results, but my priority is definitely speed. I'm doing sculpts everyday, and adding too much to my workflow will only wear me out. IDEALLY, my steps would be: 1. Sculpt in 3D Coat 2. Paint on High Poly Sculpt in 3D Coat 3. Magically Export High Poly, painted sculpt to C4D So, please help me find a way to get my High Poly painted sculpt into C4D as quick and dirty as possible (well, not too dirty). I also invite you to check my stuff out: https://www.instagram.com/count.joshula/ Thanks for reading! -Josh
  10. Hey, folks, I just want to share some work we are creating here in Brazil using 3D-Coat on an online training course focused on characters. It's the first one in Brazil! Until now, we are working with everything that 3D-Coat has to offer, from hard surface to organic sculpt. The classes about human characters (cartoonish) will start in a few weeks, so until now we are starting to learn the software creating some robots and weapons. Hope you like it and will update here soon!
  11. 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?
  12. 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
  13. 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?
  14. 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?
  15. 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.
  16. 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!
  17. 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
  18. 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
  19. 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.
  20. 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.
  21. Ok, so being fearly new to 3D coat, there are a lot of basic things that elude me. Like how to apply or swap a simple material? So I've been working pretty back in forth on my UV's for an item i am painting right now. What I want to do is simply import the new version of my UVs and continue painting with the layers and material I already have in my scene. However, I can't seam to figure out any straight forward way of going this. The only way I have been able to do is so fare is by starting a new scene with my new obj, import all my photoshop layers (which is not acting weird now that I've started using layer group folders *see this question thread for details on that*) So ya! Basically what this question boils down to is: how do I update a mesh(obj) that I modified in a 3rd party program (Maya) back into 3D coat and have it use my existing material and paint layers! Thanks a bunch!
  22. 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?
  23. 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
  24. 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 " ?
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