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Found 7 results

  1. Hello everyone. I've been using 3D Coat for a couple of years, and recently doing more retopo with it. I'm trying to figure out how to clear or remove the mesh in the retopo room that appears after Baking W/Normal Map per pixel. I'm including an image to show what I mean. You will notice that all layers are hidden, yet a couple of meshes are still showing in the view. How do I clear this mesh? I'd like to bake a new mesh, but these are in the way. Cheers, Geoff
  2. Hi everyone, thanks for the help... Ive made new uv sets, transferred the islands to the respective sets then used the update uv sets, then deleted unused sets, the new uv set applied and appears in the paint room but the old ones remain in the retopo room. When i try upload the mesh to secondlife, it appears the old UV set is the one exported because im getting black space and massive stretching on the texture. What have i done wrong for this?
  3. Hi, I have been looking around for an answer on the forums, but can't seem to find what I am looking for. I have my Hp model and my Lp model in the retopo room. I have sorted the seems and I am trying to organise the Hp models layers in the vox tree to align up with my layers on my retopo model so I can then try out baking. I have grouped things together on my retopo layers and named them: Lp Body (etc) my body on that layer consists of several retopo objects. I need to get the layers in the vox tree layer to correspond. I have tried my renaming a layer, then finding the next layer that needs to be in there by merging/move to, however sometimes it has said boolean failed. Am I doing this wrong? I don't fully understand which process I am supposed to be using? Do I have to name a layer- make it a parent , then move the layer to go underneath it? I am confused. All my vot tree layers have the letter S on them. Any advice much appreciated, thank you..:)
  4. ScrotieFlapWack

    Retopo Help

    I am looking for some help and advice on where to start to retopologize a model I have completed in 3D - Coat. I haven't tried Autopo just yet as I don't really fully understand the options and methods I should be using. Here is my model: Any advice on where to start when retopologizing this model would be appreciated. I don't know if there is quicker ways to do this, the model isn't all that complex either. I am hoping to get really clean topology for this model as it is going to be a previewer mesh for a game engine (as you might have guess from the logo in the middle of the model xD). Thanks!
  5. Please, consider the following scenario. 1. If you import this .obj file to 3D Coat for laying out UVs, you get: - Materials named: ->materialA - containing objects A-D, ->materialB - containing objects E-F, ->materialC - containing object G. - UV-sets named: ->materialA - containing UVs of objects A-D, ->materialB - containing UVs of objects E-F, ->materialC - containing UVs of object G. This is very convenient and I like it. 2. Let's see what happens if you import the same model to PPP. What you get is: - Materials: ->materialA - containing objects A-D, ->materialB - containing objects E-F, ->materialC - containing object G. - Objects: ->objectA, ->objectB, (...) ->objectG. So again, it's very convenient. You can hide, fill, etc. multiple subobjects sharing a certain material, but you can also do the same with individual subobjects. 3. When imported to Voxel Room, the model is separated into subobjects and each subobject receives its own layer. Perfect. BUT... 4. If you import the model to Retopo Room, here things look a bit different. - Groups: ->materialA - contains objects A-D, ->materialB - contains objects E-F, ->materialC - contains object G. - UV-sets: -> NO UV-SETS ARE CREATED! This can be good or bad, depending on what you want to do. If baking with names correspondence is your goal, than it's damn awful, because you now have to: ->create a Group for each subobject and name it correctly (using former subobject name that was lost when you imported the model to Retopo Room, ->move each subobject from a group that it shares with other subobjects, to its individual group you have just created. ->recreate UV-sets and move objects according to their former UV-set linkage. Let's say, you're done with this additional work and are ready for baking with names correspondence selected. The result is: 5. Paint Room: - Materials: ->objectA_materialA - contains objectA, ->objectB_materialA - contains objectB, ->objectC_materialA - contains objectC, ->objectD_materialA - contains objectD, ->objectE_materialB - contains objectE, ->objectF_materialB - contains objectF, ->objectG_materialC - contains objectG. - Objects: ->objectA_objectB_objectC_objectD_objectE_objectF (a combination of all object names, up to 50 characters) - contains ALL SUBOBJECTS(!). So it goes completely bananas here when compared to how it worked in point #2. Is this behaviour intentional or is it a bug?
  6. Mantis request open -any +1 is welcome- http://3d-coat.com/mantis/view.php?id=1089 Baking a RGB map from your highpoly model is a huge time saver allowing you to quickly extract selection masks that you can use as the basis of your texture. Assign basic materials to your highpoly objects using Red, Green, Blue, Cyan, Magenta, Yellow and White and then bake that down to a color map along with your normal map. You can use a Photoshop action to separate the colors into individual layers that you will be able to build your materials on top of. Make sure to use the exact color values ie: 1, 0, 0 – 0, 1, 0 – 0, 0, 1 – 1, 1, 0 – 1, 0, 1 – 0, 1, 1 and 1, 1, 1
  7. I have a few questions that have been puzzling me for several days now: Retopo Room: How to hide a wire-frame that lies on back faces? If you look at the first image, you can clearly see that the wire-frame is still visible even though it should be obscured by polygons in the foreground. It doesn't matter how transparent I set the retopo mesh to be. Render Room: Is it possible to move the DOF plane or scale it? When there's a large model to be rendered, the DOF plane appears to small. This means I cannot accurately set my camera focus on the eyes for example (see: second image). Also, if only a part of the model is to be rendered (with the rest of it hidden), like a head, then after closing up on it, you can't even tell how the focus is set because the DOF plane is completely out of sight. Render Room: How do I set a centre of rotation for turntable renders? Is it always at zero world coordinates? Is it possible to set it to model's centre of mass or to a custom location? Can anyone help?