Member Ilas Posted June 1, 2020 Member Report Share Posted June 1, 2020 Hello. All models from "blender" are changed when imported into 3d coat. In other programs, models from "blender" do not change. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 1, 2020 Report Share Posted June 1, 2020 Hi Did you fix the transformations before exporting ? Try another file format Hope it help Quote Link to comment Share on other sites More sharing options...
Member Ilas Posted June 1, 2020 Author Member Report Share Posted June 1, 2020 "transformations before exporting" what is it? I tried other formats, it did not help. Quote Link to comment Share on other sites More sharing options...
Member Ilas Posted June 1, 2020 Author Member Report Share Posted June 1, 2020 regarding other formats - no file is opened in any format other than "obj". how to fix it? what's the matter? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 5, 2020 Report Share Posted June 5, 2020 Please try using blender 2.83 Open a new scene, create a cube, add uvs, export as obj and fbx Import inside 3DC Is the model ok ? Quote Link to comment Share on other sites More sharing options...
Advanced Member Innovine Posted June 9, 2020 Advanced Member Report Share Posted June 9, 2020 A related question... if I make a cylinder in Blender and mark the faces smooth shaded, and do Edge Split on the edges, and then import into 3dcoat sculpt room, the result is not smoothed. Is there any way to preserve that smooth effect? I've also seen issues switching from surface to voxel mode, maybe because of edge split and that the model appears hollow. How can I deal with these? My goal is to use the mesh as retopo mesh, and just add some extra normal and height info in sculpt room, and bake out the normal map. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 9, 2020 Report Share Posted June 9, 2020 I always import the model on paint room first, selecting Set sharp edges (split normals) over UV seams = on Then Bake > Paint mesh->Subdivide->Sculpt mesh At sculpt room import dialog > subdivide the mesh (for my models 3 times is enough) Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.