Advanced Member geo_n Posted July 28, 2021 Advanced Member Report Share Posted July 28, 2021 Is it possible to import a mesh into the modelling room? The option I get is import as a retopo mesh. The retopo mesh has no uv mapping. I want to edit a mesh created outside of 3dcoat but have the materials, uvmapping, smoothing groups intact. Attached simple mesh.Or 3dcoat can only edit mesh created inside 3dcoat? test.lwo Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted July 28, 2021 Author Advanced Member Report Share Posted July 28, 2021 No new videos on lowpoly modelling in the modelling room? Are we limited to editing only mesh created inside 3dcoat? 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member sprayer Posted July 29, 2021 Advanced Member Report Share Posted July 29, 2021 Mesh-import. What's the problem? Quote Link to comment Share on other sites More sharing options...
Gorbatovsky Posted July 29, 2021 Report Share Posted July 29, 2021 16 hours ago, geo_n said: No new videos on lowpoly modelling in the modelling room? Are we limited to editing only mesh created inside 3dcoat? Go to Room modeling.Mesh-import. You get the low poly mesh. And can editing mesh. Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted July 29, 2021 Author Advanced Member Report Share Posted July 29, 2021 6 hours ago, sprayer said: Mesh-import. What's the problem? The uvmap is not intact. Which import are you using? There's several ways to do import a mesh in 3dcoat. Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted July 29, 2021 Author Advanced Member Report Share Posted July 29, 2021 5 hours ago, Gorbatovsky said: Go to Room modeling.Mesh-import. You get the low poly mesh. And can editing mesh. I tried from mdoelling room to import but uvmap disappears. I tried to import in paint room and then switch to modellinig room but model can't be edited. Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted July 29, 2021 Author Advanced Member Report Share Posted July 29, 2021 Import lwo file in modelling room. No uvmap. Can't paint also. Nothing in uv room and paint room. Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted July 29, 2021 Author Advanced Member Report Share Posted July 29, 2021 Import lwo file in paint room with ppt with keep uvmapping option Switch to model room but can't select anything but model is there. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted July 29, 2021 Report Share Posted July 29, 2021 Import .lwo model in Modelling room, cant find any issues (v.015) //edit Select > Transform > RMB = import mesh failed if fileformat is lwo Bug reported, thanks Quote Link to comment Share on other sites More sharing options...
Advanced Member sprayer Posted July 29, 2021 Advanced Member Report Share Posted July 29, 2021 Go to retopo room it is all there, and tweak-modelling and uv etc Quote Link to comment Share on other sites More sharing options...
Member MarkC Posted July 29, 2021 Member Report Share Posted July 29, 2021 (edited) I have found a LW model doesn't work in modelling room, cannot select anything. But isn't this just for retopologising, as the import describes (not for actually adding details to). If you import your model into the sculpt room, you can do anything to it. Edited July 29, 2021 by MarkC Quote Link to comment Share on other sites More sharing options...
Gorbatovsky Posted July 29, 2021 Report Share Posted July 29, 2021 Quote Link to comment Share on other sites More sharing options...
Member MarkC Posted July 29, 2021 Member Report Share Posted July 29, 2021 If I open a new modelling room and import mesh, I select the model, it then says click to place. But the floating window will not go away, every time I click mouse it selects import again. Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted July 30, 2021 Author Advanced Member Report Share Posted July 30, 2021 15 hours ago, Gorbatovsky said: I see the uvmap is intact. Did you import in paintroom? Which import option or which room did you import into? Can you select vertex, edge, poly and start to edit the model. To be clear my purpose is to import models from lightwave, blender, etc and then continue to poly edit, edit/add uv, paint in 3dcoat. No retopo involved. Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted July 30, 2021 Author Advanced Member Report Share Posted July 30, 2021 16 hours ago, sprayer said: Go to retopo room it is all there, and tweak-modelling and uv etc Why retopo room? Thats just confusing to start there. Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted July 30, 2021 Author Advanced Member Report Share Posted July 30, 2021 16 hours ago, sprayer said: Go to retopo room it is all there, and tweak-modelling and uv etc I did "perform retopo" with reference mesh, uv is not there. Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted July 30, 2021 Author Advanced Member Report Share Posted July 30, 2021 15 hours ago, Gorbatovsky said: This is the retopo room right? Try switching to uvroom or paint room nothing is there. Quote Link to comment Share on other sites More sharing options...
Advanced Member sprayer Posted July 30, 2021 Advanced Member Report Share Posted July 30, 2021 Bring to retopo, make model, update paint mesh from retopo to paint room and it will be there Quote Link to comment Share on other sites More sharing options...
Advanced Member Yousung Posted July 30, 2021 Advanced Member Report Share Posted July 30, 2021 (edited) I don't know much about Lightwave... I'm writing this in case it helps. Do you have multiple UV channels in one mesh? (UV1, UV2, UV3...) In the case of modeling that I worked outside in the past - In my case, I imported an FBX with UV2 unfolded in addition to UV1 for the game lightmap. There was a problem that UVs were imported incorrectly because 3DCoat did not recognize multi-channels. - I wanted UV1 to be imported for texturing, but no matter what I did, UV2 was imported. I had to import it after removing the channel so it was loaded properly. Edited July 30, 2021 by Yousung Quote Link to comment Share on other sites More sharing options...
Advanced Member Yousung Posted July 30, 2021 Advanced Member Report Share Posted July 30, 2021 (edited) oh sorry If you want to create and paint UVs in 3DCoat You need to import it into Retopo-Room and do UV work first. The UV-Room is not used to create UVs, but to re-modify UVs during painting. https://3dcoat.com/dokuwiki/doku.php?id=general:uv_workspace Edited July 30, 2021 by Yousung Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted July 30, 2021 Author Advanced Member Report Share Posted July 30, 2021 6 hours ago, sprayer said: Bring to retopo, make model, update paint mesh from retopo to paint room and it will be there This works. But what a ridiculous way to do it. Just as ridiculous as importing an obj into a subtool in zbrush having to create a dummy subtool and scaling problems.. Super unintuitive These steps shouldn't be necessary. It should be import in modelling room with the import icon and that's it, the model is editable in modelling, paint, uv room with the mesh info intact as it was from outside of 3dcoat. The need to go through the retopo room and import model> go to bake tab>update paint mesh from retopo and then that's the time you can see the model in modelling, paint, uv room it's not intuitive at all. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted July 30, 2021 Author Advanced Member Report Share Posted July 30, 2021 Is this normal behavior in the modelling room? After importing the mesh in retopo room and doing those steps, I proceeded to modelling room and edit with extrude. Now I delete the top polys, Why is there a cube behind my mesh?? I'm guessing its the retopo mesh. Why is it there??? Now I have two meshes. The modelling room workflow is not fleshed out at all. Quote Link to comment Share on other sites More sharing options...
Member MarkC Posted July 30, 2021 Member Report Share Posted July 30, 2021 As a LightWave user myself, I find it much more intuitive modelling in LW anyway. I just bring the model into 3dc for painting. I don't think 3dc is designed for importing a 3rd party model to be tweaked, as the import button says 'import mesh for retopo'. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted July 30, 2021 Reputable Contributor Report Share Posted July 30, 2021 "To be clear my purpose is to import models from lightwave, blender, etc and then continue to poly edit, edit/add uv, paint in 3dcoat. No retopo involved. " First: I set up 3DC to work at the same scale as blender. Same scale should work for LW too. How to do this has been discussed many times through the years. If you do not set up the scale, this model comes in really small and you will need to scale up upon import. Model Used: Test.lwo Go to modelling room Import mesh, upper tool bar. Mesh Menu. Hit enter to apply the import. The uv set is honored { if the model has one} in the Modeling room and the Retopo room. To be clear the model also appears in the retopo room but does not show the uv seams but they are there and the uv map shows up in the uv panel. A feature request would be to have the uv seams show up in the Retopo room as well when importing a mesh into the modeling room. Do your edits in the modeling room. Switched to the retopo room. Redo your uv set if you have one as you have edited the mesh. Create seams and unwrap. Use Baking tool to bake to paint room. Use the method "Retopo--Per Pixel--No Baking. You do not have a sculpt mesh to bake from. Switch to the paint room and do your work... I tested and all works... Side note: if you want a sculpt mesh in the sculpt room from your imported mesh. Upper tool bar Mesh Menu---Sculpt Mesh. You can subdivide but that is according to your workflow on the model you are working on. Here of course if you sculpt on the model then you would bake a normal map using the standard normal bake function in 3DC. Whether 3DC will keep the materials created in LW when importing I not know. Was testing only the words quoted. Quote Link to comment Share on other sites More sharing options...
Advanced Member tokikake Posted July 30, 2021 Advanced Member Report Share Posted July 30, 2021 10 hours ago, geo_n said: Is this normal behavior in the modelling room? After importing the mesh in retopo room and doing those steps, I proceeded to modelling room and edit with extrude. Now I delete the top polys, Why is there a cube behind my mesh?? I'm guessing its the retopo mesh. Why is it there??? Now I have two meshes. The modelling room workflow is not fleshed out at all. Did not you import mesh in paint room, or sculpt room first then import same mesh to modeling room? I suppose it is paint room mesh. (or sculpt room mesh), I often see another room model without intention, then usually keep to open tool which can manipulate each room mesh (about your case you may need to open paint object, then try hide it) For me there seems no real difference between modeling room and retopo room mesh. (so I can swap room, when I need, but 2 room keep same mesh) I just believe, these 2 room difference is which tools will be shown for each purpose. (so to check UV I need to open UV preview window in modeling room, but retopo room show it as default) (some tools seems hidden though) So after import model in modeling room, I keep open UV preview in modeling room. then they show same UV and same mesh in retopo room and modeling room. at same time to avoid un-necessary mesh of different room (sculpt room/paint room), I open those tool to easy hide / or show. My recommend is at first, tweak and customize your room (modeling) setting and show window which you need. As same as you, I actually serch UV view in modeling room , but remember we can open close most of tool panel, then just return it. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted July 31, 2021 Author Advanced Member Report Share Posted July 31, 2021 7 hours ago, digman said: Go to modelling room Import mesh, upper tool bar. Mesh Menu. Hit enter to apply the import. Thanks. I did this and the issue is the model doesn't show up in the uv room or paint room. You would have to do additional steps which is confusing and illogical. If I import a model into blender, modo, etc, the mesh, uv info, materials are there and switching mode doesn't require any additional guesswork unlike 3dc. Why doesn't an imported mesh in 3dcoat automatically show up and be EDITABLE in modelling, paint, uv room? All rooms dealing with polygon meshes. Here's some typical stuff people do I'm sure not just me. Lets say I started a model in lightwave, modo, etc but decided some functions are easier to do somewhere else. Lightwave doesn't have any real sculpting, hops boxcutter booleans, etc so its better to do it in blender, modo, zbrush. The UV is partially done for me in lightwave. I import to blender for sculpting using fbx, obj, odcopypaste, etc. Very important - The mesh and uv from lightwave is there of course and I can easily create a new mesh> UVmap that new mesh and have new uv islands repacked without disturbing the mesh and uv from lightwave. After this I usually proceed to 3dcoat for painting because blender's painting sucks and slow. I'm sure it will catch up eventually. But since 3dcoat has a new modelling room I assumed I can skip blender and do all ADDITIONAL modelling, uv mapping and then painting in 3dcoat. Also having the ability to do this iteratively, modelling, uvmapping, painting, additional modelling edits, additional uvmapping , repainting new part, etc. But it really is not intuitive even just starting to work on an imported model. It's something zbrush deals with terribly as well. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted July 31, 2021 Author Advanced Member Report Share Posted July 31, 2021 10 hours ago, MarkC said: As a LightWave user myself, I find it much more intuitive modelling in LW anyway. I just bring the model into 3dc for painting. I don't think 3dc is designed for importing a 3rd party model to be tweaked, as the import button says 'import mesh for retopo'. Lightwave is dead. There's no more development. And 3dcoat 2021's selling point is the new poly modelling room. I expected it to be solid and working seamlessly with 3dcoats existing tools but it doesn't seem that way to me. Those other steps to do just to make it work is illogical compared to what other apps are doing when dealing with model/mesh info. Quote Link to comment Share on other sites More sharing options...
Member MarkC Posted July 31, 2021 Member Report Share Posted July 31, 2021 14 hours ago, geo_n said: Lightwave is dead. There's no more development. That's a whole other forum's topic...... Quote Link to comment Share on other sites More sharing options...
Advanced Member sprayer Posted July 31, 2021 Advanced Member Report Share Posted July 31, 2021 15 hours ago, geo_n said: is illogical All sculpt software looks illogical to me) 3dcoat modelling is just like sculpting at low poly) Lightwave by the way is alive Stable release 2020.0.2 / July 15, 2020; 12 months ago It's just big companys making new version every year with tone of bugs, but there is not much new features and they are making because of money to sell more upgrade and leave behind old versions, for example 3ds max can save only 3 version below, and loosing compatibility with 3 years old version, you need to buy new or siting on old. But at beginning new version was developed several years Quote Link to comment Share on other sites More sharing options...
Advanced Member geo_n Posted July 31, 2021 Author Advanced Member Report Share Posted July 31, 2021 1 hour ago, MarkC said: That's a whole other forum's topic...... Yeah. Pretty sad for lightwavers though Quote Link to comment Share on other sites More sharing options...
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