Jump to content
3DCoat Forums

Search the Community

Showing results for tags 'uv mapped'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • New Releases, Bugs Reports & Development Discussion
    • Linux Releases
    • 3DCoat AppLinks
    • Feature requests
  • 3DCoat
    • General 3DCoat
    • Tutorials and new feature demos
    • Common workflow
    • Coding scripts & plugins
    • SOS! If you need urgent help for 3DCoat
  • Community
    • CG & Hardware Discussion
    • Content exchange
    • Artwork & Contest
  • International
    • Brazil Forum - falamos português
    • Chinese forum - 3DCoat用户讨论组
    • Japanese forum - 日本のフォーラム
    • German Forum - Man spricht Deutsch
    • French Forum - Forum Francophone
    • Russian Forum
  • 3DC's Topics
  • 3DC's Tips
  • 3DC's Topics
  • 3DC's Paint
  • 3DC's Hipoly
  • 3DC's Lowpoly

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Google+


YouTube


Vimeo


Facebook


Location


Interests

Found 2 results

  1. 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
  2. Is there something similar to the "on brush" tool for placing objects, but that keeps the uv's of the model. I want to import textures for the models placed - This would be brilliant for adding textured details (I.E grass, tiny stones, small weeds) to a scene.
×
×
  • Create New...