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Found 10 results

  1. Hi, Sorry, I am again. When I use symmetry to mirror, sometimes, mirror to nothing. Could someone tell me why? Thanks & Best Regards.
  2. Hey guys! So I just picked up the trial for 3Dcoat today after watching most of the videos, and I imported a model I have from zbrush (that is a little bit off of 0,0,0 but I figured no biggie cause local symmetry) but when that is enabled in the symmetry window in the retopo room, nothing seems to happen at all?? I've read through this post on the issue and there doesn't seem to be much of a fix? Also how does the bounding box selection for symmetry work exactly? Couldn't find any explanations on that but it sounds like it would be helpful
  3. Hey guys! So I just picked up the trial for 3Dcoat today after watching most of the videos, and I imported a model I have from zbrush (that is a little bit off of 0,0,0 but I figured no biggie cause local symmetry) but when that is enabled in the symmetry window in the retopo room, nothing seems to happen at all?? I've read through this post on the issue and there doesn't seem to be much of a fix? Also how does the bounding box selection for symmetry work exactly? Couldn't find any explanations on that but it sounds like it would be helpful
  4. So, when I use 3D coat sometimes the topology keeps using the command "invert mirror" sometimes when I do something. Is there a way to fix this? Why does it happens? Any turn around the issue?
  5. If you've modeled something with Symmetry OFF, and now you need it duplicated (there's probably my answer) across the X axis, how does one go about doing that? Tnx.
  6. Hello all, I've been having this issue sometimes when trying to mirror my UV islands. My goal is to have a game-ready model that uses one texture for both sides of the model, thus mirroring the texture. I've been able to do this for a few models, but my newest test model is giving me trouble. The method is to copy the island from one side and paste it to the other one, which overlaps the textures. However, whenever I copy the islands here, I get this.... Some of the islands copied just fine, but no matter what I do, they stretch like this! Can anyone help me? I don't know what else I can do to fix this. Version is 4.0.04, I am running Windows 7. Thank you!
  7. Sorry to bring up a chronic problem topic yet again but I have been digging through the forum for some time and cannot seem to resolve this problem. I am using 4.1.17D Educational version and cannot find a way to lock a symmetry plane in place. Basically what I want to do is take an existing object that is mirrored in global space and adjust its position relative to a static mirror location. Whenever I apply the transform tool to accomplish this task the tool shows up on the mirror plane and when moved moves the object, its mirror and the mirror plane together. If I reset the mirror behavior to local space the same thing happens. If I right click the layer and reset to global or uniform space I still do not accomplish anything. The closest I can get to my goal is to transform the scale of the object in the desired plane. Unfortunately this distorts its shape as well as position. It seems previous versions had an ability to lock sym plane position. I cannot find such a feature in my version. Any help greatly appreciated. Ben
  8. Hello! Playing around with 3d coat for the first time, I've created a face in zbrush, and now I'm looking to retopo and uv it. I've managed to finish the retopo version (the retopo tools were VERY nice to work with) with x symmetry turned on, it looks something like this: Here's the part I'm unsure of. I'd like to "commit" to the symmetry, and have one full mesh. (Similar to doing a duplicate of the half, mirror, and merge in other 3d apps). I tried out hitting the "Symmetry" button, which gives me these results, as you can see some of the edges along the symmetry line are no longer visible: With the UV Mark seams too, I can highlight edges that should be there, but no visual feedback indicates I've selected anything. Selecting the edges I can see turn green. What am I doing wrong? Thanks
  9. Is there a way to pack mirrored UVs with rotation and scaling but without un-mirroring the UVs and making them unique? I know you can make correctly mirrored UVs with Copy and Paste UVs, but it looks like there's no way to pack them without rotation that makes all the UVs unique, and I'd love to be proven wrong. It would also work out OK if there were a way to pack just selected UVs, because then I could just move one mirrored half off of the UV space, pack the UVs that are still on the 0..1 UV space, then copy and paste the other islands back.
  10. There have been a number of times where I've made a copy of something in the Voxel Room that I need to retopo both pieces for, but I have no easy way to duplicate the retopo mesh for, as they're turned facing each other. It would be great to have duplicate retopo layer and mirror options.
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