Member Magic Man Posted September 16, 2015 Member Share Posted September 16, 2015 Hello, I am facing an issue when trying to import an object that I created in MoI3d into 3D-Coat. Whenever I try to import the object in question for surface sculpting or vertex painting I get these facets: However, when I try to import the objects for per pixel painting I get a dialog box which gives me the option of checking "Lock Normals". After I do so, the facets which were in my mesh before dissappear: Sometimes I quickly want to paint and render a model inside of 3D-Coat without going through the trouble of retopologizing the model and then uv unwrapping it, so is there an option to also "Lock Normals" when importing a mesh for vertex painting? Thank you. Quote Link to comment Share on other sites More sharing options...
Contributor Solution ajz3d Posted September 18, 2015 Contributor Solution Share Posted September 18, 2015 (edited) You can't lock normals when importing geometry to Sculpt Room. If your object subdivides nicely, subdivide it with the Import tool before importing it. Or select a shader that respects (or maybe I should say - interpolates through) vertex normals, like Cook-Torrance, PicMat_Grey_Clay, Oren-Nayar and some others. Edited September 18, 2015 by ajz3d 1 Quote Link to comment Share on other sites More sharing options...
Member Magic Man Posted September 19, 2015 Author Member Share Posted September 19, 2015 My mesh doesn't subdive nicely inside of 3D Coat since it isn't pure quads, but I managed to increase the mesh density significantly when exporting from MoI3D, and now the facets have disappeared when I import the mesh to 3D Coat's Sculpt Room. Thanks for the help! Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 8, 2022 Share Posted December 8, 2022 //necropost You can also Import & lock normals: Quote Link to comment Share on other sites More sharing options...
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