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Showing results for tags 'uv'.
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So I have run into some issues. I don't know what I am missing. I have created a model in Silo 2, something very simple. I would like to UV it in 3D - Coat, however. When I go to mark the seams 3D - Coat isn't allowing me to select most of the edges of my model to mark the seams I don't know if it is an option I have missed, or whether there has been some slight change to the UV room since I last used 3D - Coat.
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any tips on how i might remove these nasty white bits on the low poly bake
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The uv tools are easy enough. I've seen many character uv's and basically know the idea behind it, to do my first unwrapping for an animation character anyways. I ran into a problem where when marking the seams on my characters head area. I used the autopo because of a pain area! Worked great. For some reason though when placing my seams in certain spots and unwrapping, my mesh part would be off of unwrapping symmetrically. All other islands were ok. I noticed some spirally loops(not spirally seams) in a couple areas on that part of the mesh. Could this cause the pull of out of symmetry islands? I also have few triangles in this part of the mesh I wasn't worried about, but may try and rmove them. All quads next time!! Basically I found a sweet spot for this mesh part with the seams and it was close anyways and no overlaps except one spirally loop area around a tooth joined to the mesh(.. So I may stick with it or edit those spiral loops and see the result.....tomorrow. Just curious what it could be so I can avoid it in the future.
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Hi, i used the auto seams feature and unwrapped... the uvs turned out to be incredibly disproportionate. The only reason I can see for this is that I have made an incredibly large tri/polygon... but the twist is i cant find this polygon. If there were an invert selection function for the retopo room i could test if this idea is correct but i cant see this function, whut should i do?
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Trying to import an object with textures and uv. Yes I can do this through the uv room by importing there, the uv's, textures are there and I go to the paint room also. I would like to go to voxel or surface mode with the uv and texture still on it while editing. This can be done in Blender 3D btw. A low poly with textures can be used in sculpt with the multi-resolution modifier. I have poor performance with Blender though. Can this be done in 3D Coat. If not I would have to use Blender or take a quick render and use as sketch's in 3D Coat.
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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.
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I Havant used 3dcoat much and ive been trying to retopologize and uv map without success. ou As you can see i'm wanting a very lowpoly model, if anyonne knows of someresources that would help me with this I'd like to know The UV's are a disaster and I Dont know how to tweak the uv's so I can get rid of these nasty seems. These look like the most important things for me to learn, so if anyone can help me out, that'd be great
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Hey all! I'm having a bit of a hard time here so perhaps I could maybe get some help in here..... I hope this is the right forum. I just don't want to keep wasting time if I'm not getting anywhere! So, here's what I have- I have a dragon I have modeled, separate layers/objects for the eyes, teeth, horns, body and wings. I retopologized all of them, marked all UV seams, etc. in the Retopo room. I also painted it, and exports all work well (though I find Normals worked better in Voxel mode instead of Surface, and my paint is in Surface mode, sooooo.... I have to export separately. but that's not the big problem). Here's the problem: Being that I need them all as separate objects, I want to export all the retopologized UV's with their proper meshes. I.e., horn retopo and mapping only with horn .fbx, and so on. HOWEVER the mapping is all on one big map, and I can't get it to separate! I can get the OBJECTS separately, but all their maps- not so much. I tried importing the retopo mesh into PTEX so I could get it in the UV room and... oh my goodness. It's so glitchy. Also it deleted all my seams! The only thing I can think of is exporting each mesh, high res and low poly retopo, and baking normals that way. But would it transfer my paint data as well separately? I've attached what the PTEX error mess looks like, as well as what the current Retopo room looks like with the packed UV of all the objects. Thanks guys for any advice. -SJ
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Hi There, I used 3DC to UV map a model ( .obj). Then I did export it in Blender. Everything is perfect and it works well. Except, I can't get the seams appear on the mesh. I mean, the mesh is unwrapped in the UV window in Blender. But nothing "drawn" on the mesh. Could someone give an hand about this please ? Thx
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Hi I'm buildings several stones in the same scene, and I've a problem when uvmapping because all uv map are together on the same map. The only way to avoid this seems deleting the objects i don't want to see on the uvmap before to merge into the paint room. but this mean I have to rebuild them later. is there an other way?
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Can someone tell me how i auto uv map an object which currently has no uvs, on 3.7 i could just select the auto map finction but now ive no idea... by the way whenm i click the uv tab i cant see the model this may be a problem or it may be how its meant to be. thanks
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A little confused with paint. Per-pixel paints on the uv map but is projected on the 3d model? Low to medium to high quality depnding on uv map size? Microvertex paints on the vertices of the high poly and then projects onto the low poly? Quality depends on vertices(and uv map size)? So, what if I had a great machine and I was painting on a model with super high polys. Would this be the best quality? Can the high poly model be painted in P.P. and/or M.V. and then project the texture to low poly for export? Actually even with a super high vertice count. The textures on the uv map would end up per pixel on the screen?
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Hello guys, I have used 3D-coat for a year now, but haven't actually tried out a lot of stuff. Mainly i have only revolve around the voxel room. I have recently downloaded and tried Blender, and it was amazing to me. But I wasn't going to give up 3D-coat, and looked for ways to link them. For the first few times, I have just imported the object straight from Voxel room, (usually 1 500 000 poly or above), and it is terrible to work with in Blender. I found out that i should autopo the model before hand, which i tried, but though the model turn out fine in the paint room, after exporting into Blender it was horrible. I tried UV mapping the model myself, but it didn't change a thing. What am I doing wrong? Really appreciate some help... T_T Model in the paint room which looks fine I only got the default and i didnt save the UV map i did, cuz it made no difference Model in Blender with the deformed mesh circled
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Hello folks. Does anyone know how to create multiple UV tiles in the UV Room and how to prepare the model for seamless texture painting when multiple UV tiles are present? Is it possible in 3D Coat?
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- uv room
- paint room
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Let's say I had two copies of the same model, but with two vastly different UV sets applied to each. If I had a texture designed for one model's UV set, is there a way in which 3DCoat could look at this model with this texture and then use that information to paint the second model and its UV set to look as identical as possible to the first?
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Hi! I want to use 3D coat to post process high polygone (>1 mil) 3D scan data with UV maps. I need the sculpturing tools from the voxel room to cut bridges and smooth the scans. This works superb, but I loose the UV data. What is the right workflow to load the 3d model, optimize it and fix the UV map? Thank you! Best, Bernhard www.virtumake.com
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Hi there While tinkering around with 3D Coat V4, I encountered what seems to be an issue with the update of uv set names when changed in the UV room. There are two issues: 1. When renaming an UV-set in the "choose an UV set" field (upper left on the screenshot), changes to names are sometimes not reflected and default back to, well, "default" 2. When renaming the UV sets in the materials sections (right on the screenshot), the uv sets are sometimes not updated in the choose an UV set field (see 1) I am not completely sure what the thinking is behind these two UI areas, but my logic would indicate that they're the same thing and should mutually update name changes, i.e. be consistent. Right? Let me know your thoughts... Cheers, Michael
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Hello, all. I created this bread yesterday and put it into the UDK. It looks fine in most applications, and even in UDK's Static Mesh preview, it looks fine (see image 1). However, when I put it in a scene, I can see where the UV seams are on the model (see image 2). I exported with Smoothing Groups on from 3ds Max to try to fix this, but no use. Anyone have any ideas on why this is happening and/or how to fix it?
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Hi, Is there a way for me to freeze parts of a mesh based off their UV patches? Cheers
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Well, the thread title is pretty clear, but for the life of me I can not figure out how to properly manage multiple objects while uv mapping. For example, I have a ship consisting of multiple objects (in my case 66), and was really hoping to pick and choose the object to work on, or solo everything but the selected. ZBrush has its solo feature, Maya (and many others) have Hide Unselected Object features, but I can't seem to find anything similar within 3D Coat. Any help would be greatly appreciated. Currently I am going through my giant list of objects and manually hiding each one. This really can't be the only way can it? :P Thanks!
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Hi evryone! Not quite getting the cloth out of 3dc as i'd like to, maybe you can give me a hint what i am doing wrong: I try to make a cloth drape from an imported .obj I do have UVs on the imported object that i would like to keep, but I don't see how to retain them, as they are always missing when I export the finished cloth from retopo as .obj I also tried to import to retopo first, (here i can see the original uvs) and them "pick from retopo" which works, but again after the simulation uvs seem lost. is there any possibility to retain the original UV for cloth objects? thanks, daniel
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I need urgent help. I have a fairly simple all-quad model I am trying to UV unwrap. If I manually mark the seams and hit Unwrap, 3D Coat crashes and I get forever spinning beachball. I am not using symmetry although the model itself is symmetrical. It is impossible to use 3D coat for unwrapping when this issue exists. I'm under deadline and I would need urgent help for this issue. I'm running 3D-Coat (3.7.08B (GL64) under Snow Leopard. My machine is Quad Core Mac Pro with 8 gigs of ram. Show screenshot of the model I try to unwrap.