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Found 7 results

  1. I know Shift+A frame the object to the center of viewport. The problem is that it always frame the whole scene. Is it possible to frame a painting object instead? For example, if a character wears a bracelet, I'd like to zoom in to that bracelet, not just view the whole character.
  2. Greetings, I am new around here hiyas! I just am learning how to use 3D coat. I do have a question about multiple objects. Okay here is the situation: I have a building structure I sculpted, retopo, and I baked each piece of it separately since it is multiple objects. My question is what would be the best way to go about taking all those baked items in 3d coat and combining them into one room together for painting my building/structure? Any extra videos and tutorials would also be very helpful in my learning.
  3. Hi guys, i'm working with pretty big files with many layers and experiencing quite some real long loading times. It takes around a hour or longer to load a 1.6 gb, 4k big file. My rig is a core i5 760, 16gb RAM and a nvidia gtx 970. Are there any known issues with big files or many layers? Do I need more RAM for these kind of files? Is it possible, that many overlapping uv islands increasing the loading time? Hope anyone can help.
  4. I can't seem to find the gradient node?, Where you can position how you want the gradient fill to be positioned. If any body knows the answer please tell me!, Please and thank you!!!
  5. I would like to request a feature called Preserve UV from Maya. It allows you to move a vertex without effecting the UV. You can adjust geometry without worrying about stretching uvs or having to re-project. This would go in the Tweak room. Thanks.
  6. Imported an obj (exported with "N-gons" fro Moi 3D) in Paint Room for Per Pixel Painting. Some areas can neither be filled nor painted (displayed white/gray on screenshot). Tried with and w/out "Lock Normals" on Import, no difference. Any idea ?
  7. Is there a way i can bake good quality depth like the "export depth along y" in sculpt room, but for a mesh in the paint-room or a reference mesh.
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