Contributor Malo Posted April 6, 2013 Contributor Report Share Posted April 6, 2013 Hi I got some problems, if i create a new uv set on an existing modell. I have sculptet a head, and let the autopo run through the complede workflow. In the paintroom i get this head with nice AO and normalmap. But, yeah you know, the auto uvs aren´t realy nice. So i start to create this part new. I delete the seams and start to set new seams, unwrap it and stiff like that. Everything works nice so far. But after i hit on the Apply UVs button, i get this in the paint room. Some thing wents wrong here. It looks like the created normalmap and AO from autopo wont fit with the new uvs, Any idea whats going wrong here? Regards Malo Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 6, 2013 Report Share Posted April 6, 2013 looks like a bug reported: http://3d-coat.com/mantis/view.php?id=968 Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted April 7, 2013 Author Contributor Report Share Posted April 7, 2013 Ok. Thanks for the info. Would be the best if i stop autopo bevor i go to the paintroom, until this is fixed. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted April 7, 2013 Reputable Contributor Report Share Posted April 7, 2013 If you read the notes of my bug report you will see that Andrew said it not a bug. Here is here his statement from the notes. "It is not a bug, normalmaps really require some care. If you change UV-s local space is changed and you may not get correct normals. All you may do is move and scale islands, repack using PackUV2 (it does not rotate)." Now you might be able to still erase and make new seams as long as you still use PackUV2 but I have not tested yet. I am waiting to test LinuxBeta14 before closing the report. Autopo works best if you give it some guide strokes but manual retopo gives you complete control though more time consuming. I think though 3DC has one of the fasted manual retopo functions in the market. If you have not watched this Autopo tutorial, here is the link. Watch part 2 http://3d-coat.com/f...?showtopic=8527 Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted April 7, 2013 Author Contributor Report Share Posted April 7, 2013 It is not the retopo, that works fine. It is the auto uvs that would be created. That is what i want to fix on autopo. What i do is this. 1. Run Autopo for Pixelpainting, with guidelines and all stuff like that. I get this result after the end. Everything looks nice, but only the auto uvs are horrible. 2.I create new uvs manaly, no problem. I get this result, not the best but much better. But that PackUV2 wont works, too. Nearly the same result. Much better but still buggy. I hit on PackUV2 befor i start to do anything and it wont works. I hit on PackUV2 on the end befor i apply the new uvs and it wont works. Maybe i did something wrong. I have no problems with autopo at all. Quote Link to comment Share on other sites More sharing options...
Psmith Posted April 7, 2013 Report Share Posted April 7, 2013 It really helps us to know just which version of 3D-Coat is giving you a certain problem - also, it helps us even further if you can tell us your system specs, as well (for some particular problems). Can you provide these? Greg Smith Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted April 7, 2013 Author Contributor Report Share Posted April 7, 2013 3d coat; v3.7.18F Windows 64Bit DX exe. System: Windows 7 Home Premium 64Bit i7 2600k 3.4GHz Nvidia GTX 560 ti 2GB 8 GB Ram. Forget i something? Quote Link to comment Share on other sites More sharing options...
Psmith Posted April 7, 2013 Report Share Posted April 7, 2013 You might try the latest beta 4 version to see if your problem persists. Greg Smith Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted April 7, 2013 Reputable Contributor Report Share Posted April 7, 2013 Do not use "Autopo for Pixelpainting" as it creates the uv seams for you and then merges you to the paintroom. Manually create your own uv seams in the retopo room. How to do it... Run autopo only with edge loops enabled from the vox tree menu after finishing your sculpting. The autopo will only create the retopo mesh and not create any uv seam layout. You will be automatically switched to the retopo room after your retopo mesh is created. Choose in the left tool panel, mark seams. Manually create your own uv seam layout. Choose unwrap to create your uv set. Under the Retopo menu (Top panel) choose merge with NM (per-pixel) for merging to the paint room. Now you are laying out your own uv seam layout and not using the auto uv seam creation at all. There will be no need now to switch to the uv room for uv seam correction after merging to the paintroom. Yes, I am waiting for linux version 4.00beta14 to be released for testing packUV2 as there might be a bug but I will not know till I test the newest version. In the notes of my bug report this is what I informed Andrew I would do... Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted April 8, 2013 Author Contributor Report Share Posted April 8, 2013 Thanks, i will test it. Run autopo only with edge loops enabled from the vox tree menu... Could you explain that part a little bit more detailed, please. Where could i find that edge loop option. I didn´t see it right now. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted April 8, 2013 Reputable Contributor Report Share Posted April 8, 2013 See Picture. Choose autopo and have create edge loops selected as shown... Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted April 8, 2013 Author Contributor Report Share Posted April 8, 2013 Many Thanks. Quote Link to comment Share on other sites More sharing options...
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