New Member Duskmode Posted February 12, 2022 New Member Report Share Posted February 12, 2022 Hello! I'm trying out 3dCoat for the first time, and trying to get familiar with the whole sculpting highpoly and baking to low poly pipeline. Unfortunately I'm a bit overwhelmed by the large broad range of resources available, and I'm trying to find answers to something more specific to what I'm doing. I'm creating a lower section of a wall that has 3 parts to it. In my sculpt tree, I set up: A layer that has the main wall piece geometry A layer with bricks that I added in and sculpted just using the basic primitives shapes A layer with the mortal to go behind the bricks My main two questions are: My next step is to retopo this. I've previously done it with a simply asset, and it only had a single layer in the sculpt tree, but this one has 3 layers for each part of the wall as I mentioned above. Is there a certain approach for this if there's multiple layers? In the end, I want to export this out as a single high poly mesh. This also leads to my 2nd question: If I export this out as a single high poly mesh, I want to set up some sort of material color IDs to use as a ID map in Substance Painter. I tried to use the paint layers and fill in each element as a different color, but I'm not sure if that's the right approach and where to go from there: I think I'm just primarilyl stuck trying to figure out the correct way set this all up to retopo and export as a single object. I tried merging the sub-trees into one layer but it always crashes the program. The total number of triangles is 4 million. Any kind of help is appreciated! Quote Link to comment Share on other sites More sharing options...
Carlosan Posted February 12, 2022 Report Share Posted February 12, 2022 Hello Try creating a new Sculpt Tree layer empty and select the command Merge Visible (RMB) that creates a new sculpt volume with all the sculpt layers joined and with the 3D layers assigned. then you can start the retopology by creating a single object For now it is not possible to generate an ID map, but it is a task that is found in the todo list. Hope it help Quote Link to comment Share on other sites More sharing options...
New Member Duskmode Posted February 12, 2022 Author New Member Report Share Posted February 12, 2022 Thanks for the reply and suggestion, but merging visible also crashes 3dcoat. I'm not sure why, as I don't think 4 mil triangles should crash it :/ Edit: I got it to work. The layers in my sculpt tree were set to surface instead of voxels. I think I would also like to explore the option of just painting the materials/textures directly in 3dCoat. What is the workflow for this? I was looking at the painting tutorials on the official 3dcoat site, but it looks like all the videos already had the UVs set up and the model is ready to paint on. I'm missing the steps on how to get to that point? Thanks again! Quote Link to comment Share on other sites More sharing options...
Advanced Member sprayer Posted February 12, 2022 Advanced Member Report Share Posted February 12, 2022 This post was recognized by Carlosan! sprayer was awarded the badge 'Helpful' and 1 points. You may check this video for workflow idea Quote Link to comment Share on other sites More sharing options...
New Member Duskmode Posted February 12, 2022 Author New Member Report Share Posted February 12, 2022 3 hours ago, sprayer said: You may check this video for workflow idea Cool thanks for that! I'll check it out. I was also able to figure out everything else to do what I needed to do. Thankfully when I exported the highpoly object out into 3ds Max, I was able to easily select each areas of the mesh (bricks, wall, and mortar) separately and assign multi-material color IDs the way I normally do to bake out the color ID map in substance painter. 1 Quote Link to comment Share on other sites More sharing options...
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