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Found 4 results

  1. I've suggested it before, but I have this idea that I feel would be awesome. What if stencils could have a special UVmap made for them separate from the rendering UV, that was all stitched together, and even distorted, so that the stencil shrunk and grew smoothly on a creature body? This UVmap could overlap itself, and not cause issues, and it wouldn't matter, it is just a guide for the stencils, not a rendering layout. The final render would be mapped to the fragmented UV map designated to the final texture rendering. This would help eliminate the appearance of breaks in the textures at seams, and allow the stencils to scale up and down smoothly on creatures that have a repeating texture over all their body, like scales or something. Just a repeating thought I have had.
  2. Hi again everyone, So sorry to keep posting my newbie questions. I have been scouring the forums for answers,but can't seem to find the answer I need. I have been testing the baking, even though I have followed the amazing advice from Abranger and lots of videos on you tube, I can't seem to make it work. I am clearly missing a step somewhere. I have my High Poly model and my Low Poly retopo all named and on layers. The Uv seams all done, the uvs packed the way I need them. I have to bake parts separately. After baking a part, I go to the paint room and there is nothing in the texture editor. I turn off the vox tree and there is no lowpoly model with any baked goodies on it. Am, I missing a simple step? All help, very much appreciated.
  3. Hi everyone, I have taught myself how to use 3d packages, and I have been making models for games, but as I am self taught I am not sure I am doing it correctly.I see other peoples uv/normal maps and they all look fabulously clean etc. Mine have all sorts of stuff going on. I have looked at my workflow, tried and tested lots of different variants but they always look rubbish. I do freelance work for a local company and they seem to be of the opinion its okay, but I feel like its the blind leading the blind.As I have only done work for them, I am not sure another employer would see it that way. My workflow : High Poly model in Zbrush 3Dcoat to retopo and uv Substance painter for baking and painting. (Client wants me to bake and paint in sub painter) I get nasty projection issues in sub painter- I have just been in 3Dcoat and done the lowpoly naming and also fiddled with the uv map padding /spacing but I still get issues. My Character is wearing lots of armour and when I zoom in I can see lots of artifacting and I know its because everything is so close together. How do I get a clean projection? Is there something I am missing in 3Dcoat or my process? Any advice /help would be gratefully appreciated and hopefullyI will be able to work for more than one client.:) Here is my normal map at last bake Thank you in advance. Test-bake uv33.jp2
  4. Hey hey! I have a bit of a pickle, and I'm still learning all the fantastic stuff in 3D Coat, but there's this one thing which puzzles me so: How do I make colored seam guides for UV maps and export them as a neat graphic? For example, StitchWitch does these neat color-coded UV maps (see attachment for an example), but as Genesis 3 (by DAZ 3D) uses a completely different method of doing UV maps, it can no longer extract them correctly, and therefore, I figure I should try to export one via 3D Coat, since 3D Coat has no probs dealing with the figure. I, ummmm, haven't quite figured out how to do it. How would I do it? I've done UV maps of my own and successfully exported them in objects, but I haven't done this thing. Help?
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