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Introduce yourself!


Javis
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  • Reputable Contributor

Welcome :D

In the Preference Menu enable show beta tools.

The LiveClay brushes will now show up in Surface Mode.

Download the newest beta if you so desire.

http://3d-coat.com/f...topic=8887&st=0

You can switch between a Icon base or text base interface by clicking the (T) in the upper left part of the interface in the newest beta...

  • Member

Hi all,

I work for AIE in Canberra, Australia, teaching game development. I have also worked in simulation industry and I am currently developing content for independent game ventures.

I am amazed by 3D coat; I think that it is the best thing since sliced bread!

I will be posting some of my game models on the forums soon.

  • Member

Hi

From Canada Alberta here. Just bought pro verison of 3d coat and so far enjoying it a lot.

Im into digitizing objects for machining on cncs. Im finding the merge voxel tool great for tweaking scanned data and also loving the auto topo! I'm also interested in learning modeling and uv mapping on the side for game dev. The automatic uv seams are great for a beginner like me.

Thought id post so i can have access to my forum settings, and also, I have a quick question.

I enabled the beta tools in prefrences but im not seeing any extra tools in the voxel room, where do i look to see these?

Thanks, and looking forward to learning 3d coat! :)

  • 4 weeks later...
  • Member

Hello!

New user of 3D-Coat from Stockholm, Sweden. My name is Mattias Lindberg and I'm a motion designer working freelance with the name Fake Pilot.

This is my reel:

Now using tools like Houdini, Cinema 4D, Zbrush and now 3D-Coat.

Also recently purchased a Microsoft Kinect for motion capturing and point clouds.

  • Member

Hello, had 3d coat pro since Christmas and really enjoy playing around in it. Want to start using it in 'proper' projects and figured I'll be needing the ocacsional bit of help, so here I am.

Couple of quick questions:

1. I know 3d coat supports multiple UV sets, but it seems any given face can only belong to a single set. Is it possible for the entire mesh to have 2 or more UV sets?

2. Is there a particular part or parts of the forum for asking questions on how to do stuff? Most subforums seem to relate to development matters.

  • Reputable Contributor

Hello, had 3d coat pro since Christmas and really enjoy playing around in it. Want to start using it in 'proper' projects and figured I'll be needing the ocacsional bit of help, so here I am.

Couple of quick questions:

1. I know 3d coat supports multiple UV sets, but it seems any given face can only belong to a single set. Is it possible for the entire mesh to have 2 or more UV sets?

2. Is there a particular part or parts of the forum for asking questions on how to do stuff? Most subforums seem to relate to development matters.

Hi there, Monsieur Trousers :D To answer your questions

1) I don't know of any application that will allow you to assign a polygon to two different UV maps/tiles/sets simultaneously. Don't know of any car manufacturers that allow you to drive 2 cars at the same time either....but that's neither here nor there. :) You can assign different parts of a mesh to a different UV set, and have as many as you like.

2) "How to" Questions are normally addressed either here or in the "3D Coat" category of the forum. Here is a video that covers addressing "How to" questions and reporting problems with the software (bugs/issues)

  • Member

Hello AbnRanger, thanks for the response - though I'm a little confused on the /uv part...

Most 3d applications I've used support multi UVs. A common use for this (and my current interest in it) is lightmapping. Other uses might include detail maps, or animated material effects. I don't need to work on both maps at once, but would like access to them, and moreso, would like 3d coat to maintain them on import/export of file formats that support the feature - such as fbx.

Ah well, there are always workarounds :)

About the forum, I feel it might be worth relating a little of my experience signing up.

After I made my first post, the answer to my question about where to ask questions became fairly obvious - here in the new users section, but when I came back Today to check for responses, I coudn't find the thread. It took me a while to figure out, its only visible if you're signed up and signed in. I can say for sure, I would have joined much sooner if this part of the forum where publicly visible. Also, a minor point, but do the veterans find it odd to post in 'New Users' on the occasions they need to ask questions?

  • Reputable Contributor

Hello AbnRanger, thanks for the response - though I'm a little confused on the /uv part...

Most 3d applications I've used support multi UVs. A common use for this (and my current interest in it) is lightmapping. Other uses might include detail maps, or animated material effects. I don't need to work on both maps at once, but would like access to them, and moreso, would like 3d coat to maintain them on import/export of file formats that support the feature - such as fbx.

Ah well, there are always workarounds :)

About the forum, I feel it might be worth relating a little of my experience signing up.

After I made my first post, the answer to my question about where to ask questions became fairly obvious - here in the new users section, but when I came back Today to check for responses, I coudn't find the thread. It took me a while to figure out, its only visible if you're signed up and signed in. I can say for sure, I would have joined much sooner if this part of the forum where publicly visible. Also, a minor point, but do the veterans find it odd to post in 'New Users' on the occasions they need to ask questions?

As you can see in the video, you have multi-uv's. I've never seen the same polygon(s) on a mesh assigned to more than one UV map at a time...not in 3ds Max, Maya, Lightwave or Mudbox.

Do you have a link to a video demonstrating this capability?

As for the regular forum members asking questions; it's usually in the "3D Coat" topic/category.

  • Member

Here's an example in Maya - the first 12 minutes or so should demonstrate the idea well enough, after that it gets very maya-centric and a bit less relevant.

At the moment its not that I necessariy need to work on the different sets in 3dCoat, but when passing models through it - to adjust a texture for example, it would be convienient if 3dCoat could maintain and re-export existing sets. If it isn't possible that's OK - I feel I should contribute something useful before whining about features. :)

  • Advanced Member

By the way in video game it's used a lot.

For instance when you want to have symmetrical color and spec to gain resolution,you just have to create an UV set where your overlap left and right part,

while for normal map you provide a none overlapped UV.

I thought 3D Coat did it(since it's call UV set).So now i see even less reasons to don't have a proper full UV tiles management like all the others packages.

Especially like Mari with the resolution modification per tile which is very handy .

  • Member

@ carlosa - Its not quite the same thing. UVTiles are not to my knowledge widely supported in real time engines currently, nor do I suspect are they likely to be as they seems to use the space outside the 0-1 range to store the extra sets (I don't know this for sure, please correct me if I'm wrong), while as shown in the maya video, access to this extended range is often useful for tiling(the oldmeaning of repeating a texture), so each set needs to be isolated in its own channel or layer. UVTiling also becomes harder to manage if multiple ojects need to share a uv space, such as with a lightmap. Regardless, for my own ends its not supported in dcc apps (aside from 3d coat) or the real-time engines I currently use.

Just out of curiosity, if anyone does have a package supporting uvTiles, do you know if they support multiple UVs per vertex/face, as the 3dc video above appears to use each tile for different geometry - which 3dc definately already supports in its uv sets system. (...and the circle is complete :) )

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