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Showing results for tags 'v4'.
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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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Hi I've imported an object with UVs and about 10 sub-objects. I've taken it into the paint room, which works great, and is very fast and responsive. I was wondering if there's a way to access the "surface" tools? The paint room tools are a little wanting. I really miss crease edges, and the scrape/flatten tool works in a much more interesting way. By the way I reported a bug that I might as well mention here. It seems like the flatten tool works very differently on different areas of my model. The UV's a pretty even. It seems related to the colours of the normal map. Red and blue directions paint fine, but green directions result in massive depth when painting flatten. Very strange Also, for some reason my object was imported off center, so there's no symmetry which is a bit of a problem (I imported it as an .lwo). thanks Olly
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Hi I've been watching tonnes of tutorials. The mouse one, the pirate one, and seemingly hundreds of others. But I still get pretty confused by the overall workflow. Is there a video that goes from: Voxels > retopo/Autopo .(both options would be handy) > UV > Paint > Export. If not, it would be amazing if someone fancied doing one. I think it's the main stumbling block for people migrating. A lot of tutorials spend too much time on people sculpting away, which is only so useful (there's tonnes of tool vids out there), and not enough time explaining the workflow and all the various options. It would also be useful to see how to use only parts of the pipeline, like bringing in sculpts from elsewhere and retopologising then exporting... Although I guess the overview vid could cover that. Here's an example of my confusion (which I admit exists on many levels) V4 may have changed this, but if you create a voxel sculpt, and you're going to do microvertex painting. Does that mean that once the mid-level mesh is created you've effectively finished with the voxel sculpt? So it would be best to roughly sculpt the form in voxels, then do all the detail on the mid-level mesh created for painting on? Any de-confusing advice welcome cheers Olly
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Hello, i bought 3d coat v4 on steam and i wanted to connect it with applink to my Cheetah 3d. But i found that my 3d coat is only for windows system but my cheetah 3d is only for mac ios. So what are the problem with steam?? Why there are no mac version of 3DC on steam and when it will be relesed??? And also i wanted to know is it possible to use my product key of steam of 3DC to use it to download version for mac, without steam?
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Man, I love this video! It somehow really captures the essence of how awesome 3D-Coat is! Just plain fun to model stuff without worrying about technical details too much...but the results still look great! And I like the music too...anybody know who wrote it?
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Andrew & co, Any word on whether Mac users can look forward to OpenCL/CUDA support for v4? Lack of GPU "acceleration" is the one remaining area where Mac is solidly behind Win & Linux in 3DC, and it'd sure be nice to see that addressed. Thanks!