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Showing results for tags 'unwrapping'.
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Hello. I currently have Auto Unwrap Attached Faces unchecked in the mesh settings withing the modeling room but somehow when doing certain operations like "Split Rings" or using "Points To Polygon" tool and holding the "Ctrl" key to add an edgeloop my model automatically adds seams on that edge. Also the seam seems to be random. this also happens when using the "Cap" tool on an open edgeloop. Im sure this is a bug because when I go to the "Mark Seams" tool to use the "Ctrl" key to unmark seams these seams dont remove themselves. Very Odd. On a positive note I'm loving the modeling tools they are super handy. I spent the last month learning zmodeler like the back of my hand in ZBrush and in comparison to that these tools are second to only maya and blender. Going to spend the next month putting this software through its paces. I've used it before but not in a sense where my mind was constantly looking at other software. If it passes my tests its an automatic purchase for me! And this time I wont stop my rent to own payments 4 months in lol
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Hey guys. Has anyone found a good workaround to create a 2nd UV-set that can be used for light maps in Unreal Engine? As far as I know, in 3D-Coat a single polygon cannot exist on two UV-sets at the same time. I'd prefer unwrapping UVs for these kind of maps in 3D-Coat, without involving any 3rd party software. Any thoughts or suggestions?
- 14 replies
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- unreal engine
- lightmap
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Keep the original texture after unwrapping edited model
Jose Acosta posted a topic in General 3DCoat
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. -
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!
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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!
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Sorry guys. I realised I should have posted to this board. I hope you find this useful. Please also check my website for more tutorials. http://www.creativewithjaakko.com
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- free tutorial
- tutorial
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See the attached image -- very helpful. As you can see, the mesh is unwrapped neatly, and there isn't much information on the layers, but they are still acquiring some kind of grungy artifacts (which don't appear to be from a low-res texture or something). I'm not using any alphas, just the standard brush, and no smart materials. Any idea what is going on & how to fix it? Thanks in advance! Aaron
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- pixelpainting
- uvs
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