Advanced Member alvordr Posted December 28, 2013 Advanced Member Report Share Posted December 28, 2013 I was doing some experimentation on a model I'm working on for a project. I decided not to do my normal shell retopo for some pants I was doing and then baked it out. It worked fine not being a shell, except that if you look at the inside of the mesh in the Paint Room, it culls the backside of the resulting texture/mesh. Is this just visual, or is there a way to bake double-sided texturing? Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted December 28, 2013 Contributor Report Share Posted December 28, 2013 It begs the question, why do you need the backside of the mesh? Quote Link to comment Share on other sites More sharing options...
Member fuzzzzzz Posted December 28, 2013 Member Report Share Posted December 28, 2013 hello there, Yeah ,same question for me, the problem happen when if i want to to use 3dcoat to create some for vegetation and foliage, flowers etc for game engines. Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted December 29, 2013 Author Advanced Member Report Share Posted December 29, 2013 (edited) The reason I need it is that I do game art, so there are times when you want a paper thin model that doesn't require twice the amount of polygons, simply because it has to be shelled. I can, for example, make a flag that is made from a plane in another app, texture it and make it have a double-sided texture. I can do this in other apps, but not 3D Coat, as far as I can tell. For example, I can save a material out from 3ds Max that is double-sided or single-sided along with the .fbx. If I then import it into UDK, for example, then it will import culled or as a double-sided texture to match. While I could still make it double-sided in UDK without 3D Coat or 3ds Max, it's simply a faster workflow. I'm just wondering if it's possible in 3D Coat. Regardless, why would you want to render a flag that is made from a plane, rather than a shell, where only one side will render in 3D Coat? Let's assume you wanted to quickly show a prototype render straight from 3D Coat, rather than having to bake out and export the model to do this in another app. Edited December 29, 2013 by alvordr Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted December 29, 2013 Contributor Report Share Posted December 29, 2013 So in other words you want to have different textures on both sides of a polygon? Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted December 29, 2013 Author Advanced Member Report Share Posted December 29, 2013 Here is another example of where something like this is useful: http://www.talkgraphics.com/showthread.php?54288-Double-sided-Faces Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted December 29, 2013 Author Advanced Member Report Share Posted December 29, 2013 Either to have different textures on either side or to at least not have the program cull the backside of polygons. This isn't new stuff to the 3D world, so I'm left wondering why there doesn't appear to be a feature like this in 3D Coat. Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted December 29, 2013 Author Advanced Member Report Share Posted December 29, 2013 (edited) Let's look at this another way. Let's say you finished a character that has a cape. You want the cape to be paper thin, as a cape likely would be, so you don't model it as a shell, thereby saving this character in as low a polygon count as necessary for the game engine it will appear. However, you want to paint it with white on the inside and red on the outside, or at least to be able to render it in the Render Room, where both sides of the cape are visible. I don't see a way to do this, as currently, it appears that you have to shell it. Being able to do this saves both time and polygons. I know AbnRanger has asked for a shell / thickness tool in the Retopo room. That solves both time and work for areas where we need a shell. My question addresses areas where that isn't desired. As it stands, we work harder by having to shell everything or carry things over to another app. I'm OK with this, but wondered if I missed some gem in 3D Coat. Edited December 29, 2013 by alvordr Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted December 29, 2013 Reputable Contributor Report Share Posted December 29, 2013 (edited) Either to have different textures on either side or to at least not have the program cull the backside of polygons. This isn't new stuff to the 3D world, so I'm left wondering why there doesn't appear to be a feature like this in 3D Coat. VIEW > Backface Culling. This video was done before Backface Culling toggle was added, and you can see that the objects are single planes...no thickness. And you can see the texture on both sides: Edited December 29, 2013 by AbnRanger Quote Link to comment Share on other sites More sharing options...
Advanced Member alvordr Posted December 29, 2013 Author Advanced Member Report Share Posted December 29, 2013 (edited) Finally....thank you AbnRanger! This should have been obvious to me, but I didn't see it. Edited December 29, 2013 by alvordr Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted December 29, 2013 Reputable Contributor Report Share Posted December 29, 2013 Finally....thank you AbnRanger! This should have been obvious to me, but I didn't see it. Cool, glad it works for you. Quote Link to comment Share on other sites More sharing options...
Member fuzzzzzz Posted December 30, 2013 Member Report Share Posted December 30, 2013 it's funny than you mention that video,caue it's exactly why i thought that backface culling was not supported Thanks you after many test, everything is fine =). Quote Link to comment Share on other sites More sharing options...
Advanced Member worldcrafter Posted April 11, 2014 Advanced Member Report Share Posted April 11, 2014 How do i uv map both sides in the retopo room? Quote Link to comment Share on other sites More sharing options...
Advanced Member worldcrafter Posted April 11, 2014 Advanced Member Report Share Posted April 11, 2014 bump Quote Link to comment Share on other sites More sharing options...
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