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Found 136 results

  1. Nautilus

    UV Island problem.

    Hi! I have a problem with my model from 3ds Max. When I imported it, a face of the mesh in 3D Coat not match with the UV that I created in 3ds Max. Why!??.Exist any way to marge the face with the green island?. Thanks!
  2. Hello, I have a problem with the import of a file in the UV Room. When I import it as an FBX nothing appears (shift+A doesn't make it appear either). However, when I import it as an OBJ some faces simply disappear! The file is a pro boolean collapsed to an editable poly (mentioning it because it might be important) from 3dsmax 2020. I have tried changing the FBX to 2012, 2018, 2014... and to ASCII from Binary but nothing seems to work. BTW I am using 4.9.05. Can someone please help? Thanks!
  3. Hi guys! I do need urgent help here, so please consider this: I have a turbosquid .obj file (purchased legally) and I need to open it (flying dino) it's an obj. It has UDIM style UVs 3 tiles to be exact: 1001,1002,1003 and everytime I try to open it with different settings (default import, clicking import tiles as UV sets etc) I have no luck. First I had crashes, but that was due to having multiple mesh islands combined having overlapping UVS and multiple UV sets (probably a no-no) solved that. I can import the single mesh piece finally but now at least one of three tiles gets abnormally scaled in U or V direction?! making it useless. The best result so far was having two intact UV tiles 1001 and 1002 but the third tile for some reason goes nuts. if anyone can open it in any 4.x version of 3DCoat I'd be greatful to learn about what I'm doing wrong. Thank you for any and all help: The .obj in question is here: p.s: I'm using the latest 4.9.04. version. And the model works fine in a special UDIM branch of blender (all UDIM tiles are intact), but I'd rather paint textures in 3DCoat for obvious reasons. ptera_body.obj
  4. Hey Guys, I'm just wondering if it's possible to merge paint objects, or export with one material set? as currently i'm getting 10+ material sets in substance when I only want one, and I know it's because I have multiple paint objects. Any help would be appreciated, cheers.
  5. Hi, I exported 2 objects from my blender scene to 3dcoat by shift-selecting and using app link for 'per-pixel painting'. Both the objects are already unwrapped. But when transferred to 3dcoat, the bigger object has this noise, and upon inspecting I realized it has the materials but no UV's from my blend file.. any ideas what might be the issue here? P.S.: I've already tried treat materials as separate textures and Import tiles as UV sets but no luck
  6. Hi, So as you can see from the image I am making a blaster which has many separate pieces. It has been retopo-ed and UV unwrapped to one map. Due to size differences, the only way to get clean bakes is to do them individually and tweak the bake depths according to need. I assumed that when I baked each object, 3D-Coat would place the result into one map also, but it creates a separate UV space every time for each piece! I then have to merge the new UV map into a single one, which takes AGES on an 8k map. This is a very poor workflow. Am I missing something? Is this really the only way to bake multiple objects into one UV set in 3D-Coat? Please help.
  7. alvordr

    Retopo to UV Room and/or Paint Room

    Hello. I have a situation that seems to arise with 3D coat, where I've modeled something in the Voxel Room, and right clicked on it to send it to the Retopo room with Autotopology...tweaked the topology and even UV unwrapped in the Retopo Room. The problem is that the UV set doesn't show up in the UV Room, nor can I see anything in the Paint Room. What am I missing in the workflow? Thanks.
  8. JBT27

    [Solved] UV Sets versus UV maps

    Hi - I'll admit I've got confused over this, and not for the first time. I'm working in Lightwave 2015.3, and 3DC 4.8.25(GL64). I open an object into the UV room, and that contains two meshes with two surface material names, but no UVs yet. The dialog in 3DC offers a UV set per material, so I click OK. But once open, only the first material that was in the list gets a UV set. The meshes are there, the surface materials are there, but only one set. That's the first confusion. The second: are UV sets actually separate UV maps, that can be exported, or are they only a UV management tool within 3DC? In addition, when I create a UV set, it adds a surface material of the same name to the list, when the surfaces are already named. When I export the meshes again, in LWO format, only the first listed UV set is exported as a UV map; I was assuming that UV sets would export as separate UV maps. Obviously that assumption was me, and seems incorrect. I have checked the docs and watched several vids, but not found anything covering this whole process. Surely on import, if 3DC offers to create UV sets per surface material, surely they should appear in the UV set menu. Likewise with exporting the model, and the UV maps created in 3DC. Would appreciate any insight. Thanks.
  9. andykarta

    UV Mapping Etiquette

    Hey guys. I'm a noob and need UV help. I'm making a superhero body suit for my Daz gen2 model by using a daz gen2 model. I decapitated him and cut off his hands and feet. I retopologized to 2000 polys in 3D Coat. The result is actually pretty awesome in terms of topology for the auto topologer (and I haven't smoothed it out or done any of the other magic things you can do in Coat.) But it's a single cowskin lookin thing and in 3d Coat it shows that there's mild overlap and stretching. Now this is not how anyone who makes tutorials on UV mappings that I've seen makes their UV maps. They make islands or clusters with seams and stuff. And I'm okay with that. But my paint is going to have this hexagonal geometric pattern like armor or whatever. I want the hexs to be as uniform as possible as my superhero is really buff and this leads to a little stretching. It's way better than it was but I want to make something I wouldn't be embarrassed to show to non noob animators. I'm worried if I put a lot of seams in then it'll cut off the hex pattern at the seams and my guy's paint job will look crappy. With this model the there is some distortion though it's not major. Before the darn hexes varied in size very visibly and now you kinda have to look for it. And again, I can make it better in Coat manually. But should I cut the bodysuit all up with seams. I'm probably going to make the collar a separate island because it has detail and I want to try making it huge in UV space. But that's just me trying to figure stuff out. So is there like a formal best practices way of making UV maps that I should follow in weird cases like this. In fact does anyone have a suggestion to a really deep study of UV mapping. I don't mind paying a few sheckles for a book. But paint should be pretty. I'm getting there but I don't think Pixar would be happy with the kind of Uving I'm doing....though that's not the best example in the world. Don't they use PTEX?
  10. MadMan

    Paint without Retopo and UV

    Hi ! I painted my model without using retopology and UV mapping. It is possible to export the texture in this way ?
  11. Hello i have a mesh with one uv tag coming from cinema 4d and i want to pick spesific UV islands and transfer them to a different texture set, essentially creating an extra uv tag for these objects. Can do that in 3d coat keeping one unified mesh instead of having to break the mesh into parts and redoing the uvs? How can i go about doing that? Is that possible? Thank you
  12. CaseFace5

    Selecting a stack of UV islands?

    Hello there! been using 3dCoat for a while now and something I havent been able to figure out yet is if there is a way to sort of drag select over a bunch of islands that are stacked so I can move and scale them all at the same time. They are all stacked ontop of each other to help with the texture resolution since it is just a bunch of planks of wood that dont really need dedicated space on the uv map. http://prntscr.com/lrbw9j Thanks!
  13. filippospappas

    Cinema 4d to 3D Coat

    Hello, just a quick question. is it possible to maintain my selection tags and material assignments from Cinema4d to 3D Coat and back? I had assigned materials and after i did my UVs in 3d Coat and exported my fbx back to Cinema4D all that was gone replaced with a single generic material. No selection tags, no materials? Could this be because of an export setting or is the fbx file format? i dont know. Thanks
  14. filippospappas

    [Solved] UV areas missing - greyed out

    Hello, this is my first time trying out 3d coat and i' ve been bumping into the same problem on a particular model i'm working on. After i add some seams, change my uv layout and then press UV Unwrap some areas on my model become grey with no checkerboard projection on them and they also dissappear from my uv set. I have checked my model and cleaned it up twice by now, making sure there are no weird areas but i have no idea what is causing this. Any ideas?
  15. hoihoi3

    [Bug] UV preview problem

    When I adjust UV,another UV set can be select and move. This problem only occurs when select Vertices, Edges, Tweak. I use version 4.8.20
  16. Makketronics

    [Solved] Selecting tiled UV islands

    I have symmetry ON and I unwrapped my model, then applied symmetry. This causes UV islands to be backed on top of each other according to the symmetry. I now want to move the stack of the UV islands. However, when I click on the island, on the top island is selected. Is there a way to select the UV islands together while they are on top of each other?
  17. Hey guys, I'm sure this has been asked before, but I was curious if there is a button that will auto-fit the UV islands to completely fill the UV tile/preview window. I have attached an image below of an example I am working on now. Pressing "auto-scale" didn't seem to do much. Thanks! -Davide Foundation_Walls_Bottom.3b
  18. tyferrell

    UV - Stitch (sew) seams

    Hi, In the UV room is there a way to sew together seams?
  19. Hey Gang, Just wondering if anyone knows a way to fill only 1 UV island at a time in the 3D Viewport with freeze or just colour? Would save me a lot of time instead of hunting down the island in the Texture Editor. The program got into a weird state the other day and was doing this, and I'm unsure if it just bugged out or I found it by accident. Cheers
  20. McCabe

    UV Stacking

    Hi folks, I have a question with regard to UVs. I have read other threads on a similar subject but found now solution. - I am using only 3DC and I have a Scene I have done in the sculpt room. Its made of 3 separate Meshes. - I make a Low-res decimated version of the the scene and export that as an .obj. - Move over to Retopo room and import that Low red version via the 'import retopo mesh' - Once that is done I do all the seems on each mesh, unwrap each mesh. all on separate UVs (or at least I think it is. they are not overlaped in the 'UV preview' - Then Bake the normal to tranfer over the detail from my High Res to the Low Res Version. and here is where I have my issue - I move over to the paint room and even though on the Bake process it asked me about the three UVs I wanted to bake. in the paint room they are just stacked on top of each other...why? (Note, I looked in the UV room and they are stacked in there too and cant seem to find a way to separate them.) I am miffed :S Cheers.
  21. sandra

    Help with 4.8.10 uv

    I'm revisiting 3dcoat and the latest update to 4.8.10 has given me a weird bug. The mark seams tool does what it wants. I cannot use it on the edges l'm hovering over with the mouse, it'll always maybe select an edge loop around 4 faces below where l'm selecting. It also wont select individual seams and instead stay in edgeloop mode. Please help.
  22. I'm getting this issue "The square of the UV set is too big." I don't know what could be causing this error. I've imported other models exactly this way before with no issue, but there seems to be an issue now? I attached my unwrap in the images. The poly count is 3,824 tris. If anyone has any ideas please let me know.
  23. Exsulator

    Any tips for merging texture sets?

    I`m moving between applications in my workflow (sculpt in 3D-coat, paint in Substance Painter). I have heard that the following is possible, though I`m unsure how exactly. I want to : 1. Import a mesh (originally sculpted in 3D-coat, but textures are generated in Substance Painter) 2. Import multiple texture sets for said mesh (from Substance Painter: they all belong on the one mesh, but for different "parts", and therefore needs to be merged since it can`t be done that way in Substance Painter) 3. Somehow combine the textures into a single UV-tile (that can later be applied to the mesh inside of e.g. Maya). 4. Export (... the newly combined texture as a single file.)
  24. McCabe

    Multiple UVs Import

    Hi there folks, I know similar things have been asked before and I have read a followed those threads to no avail so I am starting my own post with a hope to get some help on the issue. Here is my workflow. I sculpt a model in the sculpt room (Made of more than one Object) > Decimate the mesh's a bit > Import for Per Pixel Painting > Then it squashes all my object into one UV. I would like 3Dcoat to take the separate meshes within the Exported .obj and place them on there own UV Island. Possible? Cheers.
  25. TallBhoy

    Copy UV and Paste UV not working?

    Hey, Currently in the process of unwrapping a model. I'm trying to use the copy and paste uv tools to overlay some uv tiles that I want repeated. See below. However when I attempt to copy paste them nothing is happening despite them being completely identical? This isn't the only uvs its happening too, it's the same with all other identical uvs.I've also had this happen on older files too. Below is a pic of the object in mention. I'm running the latest version. Any help would be greatly appreciated. Thanks.
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