Jump to content
3DCoat Forums

Search the Community

Showing results for tags 'baking issues'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Tutorials and new feature demos
    • New Releases, Bugs Reports & Development Discussion
  • 3DCoat
    • General 3DCoat
    • Coding scripts & plugins
    • SOS! If you need urgent help for 3DCoat
  • Community
    • CG & Hardware Discussion
    • Content exchange
    • Artwork & Contest
  • International
    • 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 3 results

  1. So, I made a auto retopo using zRemesher and imported the retopo into the sculpt room along with my sculpt. I turned on auto snapping and relaxed the retopo mesh. Finally, I baked in the retopo using "Bake Into Scene (microvertex)", but the result afterwards looks extremely deformed, broken, and has holes in the mesh. I feel like I've tried everything to fix this. I even adjusted the scan depth plenty of times to see whether this would solve the issue, but it did not.
  2. Hello developers, I used 'RGB Curvature' after the update before, and the baking process was broken once. At that time it was solved with Edit-Reset settings. This time, when baking the RGB Curvature, the texture was broken. (On the first try, it baked normally.) I tried Reset settings again this time, but it didn't fix it. The strange thing is that the other example samples from 3DC are baked normally. I thought the scene was broken, so I exported the high-poly and low-poly data and then imported it again in a new scene, but the problem was not solved. Share files by uploading them to Dropbox. Does anyone have the same problem as me? ▼ Dropbox file ▼ https://www.dropbox.com/sh/12vlitxs23lcesl/AAAfULUYoeRPsmGGgjhvd24Xa?dl=0
  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
×
×
  • Create New...