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3d coat painting error
3d coat painting error













3d coat painting error

3d coat painting error

Thank you very much for this information. Now at paint room i have a new object with the complete UVlayout, just hide the old objects With all faces in the new empty layer i do again Retopo Menu-> merge with NM, but now with voxels objects unhidden just to bake normal map When i done all the work i back to retopo room the UVlayout exported is only from the selected object.

3d coat painting error

Texture uv editor let you paint 2D every object, just select its from the upper right list At Paint room i use 2 popups windows: sub-objects and object materials (surfaces)Īdd paint layers for every object if needed at first step i used to have voxels object hidden without to bake any normal mapĭo the same steps for every layers, off all but the next one. retopo export the topology and bake the normal map. Now i switch off every layer but the first one, at Retopo Menu-> merge with NM At retopo room i retopoed all, so every voxel object have their own layer at groups menu.Īll separated retopos have the same UVlayout, i can switch on/off pressing the left eye at layers in the groups menu Is there any other way to get the different meshes to the paint room as separate objects? yeah, I think I'll pass on working with Blender.

3D COAT PAINTING ERROR HOW TO

So, has anyone an idea how to tell blender to keep all the Textures for all the UV-Sets and not play around with the smooth shading set by 3D Coat (why is there even an edge split necessary)?ĮDIT: and during the transfer back to 3D Coat, the UV-Sets are lost. I assume this is the edge split).īut if all this work is necessary, I will most probably not bother, throw away my retopo and work differently to avoid blender.

3d coat painting error

Thing is, I can try to reassign all the lost images, and then I have to apply an edge split with an almost 90° Split, then it looks almost as in 3D Coat (with some minor shading errors still present. No matter if I import it manually or by the Applink (pretty cool other than that texture problem though) The important part is, the first UV Map gets its materials, all the orther are lost (I use 4 different UV-Sets on one object). Okay, the problem is 100% that the normal map is lost by blender, and discarded during the re-import to 3D Coat. Is there any way to have Blender keep the shading from 3D Coat, instead of changing it to the "blender way"? It seems 3D Coat handles that automgically for me, and as soon as the object is in Blender, all this is lost and I either have ugly smooth shading without edge splits, or I go and define hard edges, which is also not what 3D Coats seems to do (hard to describe, but I see no hard edges in my sculpt, yet the smooth shading seems to work with the bump map and not against it. This works just fine and I can also re-import to 3D Coat.īut here is the problem with smooth shading and edge split. Now, trying to work around the problem, I wanted to import the merge object from the paint room into blender to separate the meshes and rename them. Is there any other way to get the different meshes to the paint room as separate objects? Or any way to split them up in the paint room? I see no option to do this, and I get the impression that I need to separate the voxel objects after sculpting in separate 3b files. I don't know if someone here can help me, but I am really banging my Head against the wall at the moment!įirst I have the problem with getting multiple meshes in the same UV from the retopo Room into the paint room as separate objects, which seems to be simply impossible.















3d coat painting error