Member Onkelpoe Posted August 18, 2014 Member Report Share Posted August 18, 2014 (edited) hi, like the title already says... I want to assign different Materials (aka groups) to different parts of the low poly. In Retopo room, I can select polygons - but how to assign a material to the selection? And maybe one more thing, regarding selections.... It there a way to configure "Middle-Mouse-Lasso-select-something-plus-select-also-thru-object"? Cheers Edited August 18, 2014 by Onkelpoe Quote Link to comment Share on other sites More sharing options...
Member Onkelpoe Posted August 18, 2014 Author Member Report Share Posted August 18, 2014 Ok, after searching for some time and getting no reply on this one... I assume, there is no such thing as "polygroups"/give some faces a Material (ID)? kind regards Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted August 19, 2014 Contributor Report Share Posted August 19, 2014 You have to think different. 3d coat isn´t a polymodeler like max or maya In Retopo Room Every UV-set stands for a material. Every Retopo Group stands for a Object. But why didn´t you bake or paint the material ID? 1 Quote Link to comment Share on other sites More sharing options...
Member Onkelpoe Posted August 19, 2014 Author Member Report Share Posted August 19, 2014 But why didn´t you bake or paint the material ID? This is exactly, what I want to do - baking an SVG map from Material IDs aka Materials... So, you say I just have to place a UV-seam around the border where one "material" ends and another one would begin and name them different in retopo-group? Sorry, I am new to this concept - you guessed it right, I am more used to box-modelers - but want to change that Can you give a bit more in depth explaination, on how to do this? (if you want, PM me in german) Cheers! Quote Link to comment Share on other sites More sharing options...
Contributor Solution Malo Posted August 19, 2014 Contributor Solution Report Share Posted August 19, 2014 If you want to bake it. Give your Highpolyobjects the correct shader or polypaint should work, too. Try this http://3d-coat.com/forum/index.php?showtopic=14921&page=2 That are shaders for PS and ddo to bake material IDs. I think after baking it is possible you have to swiitch the blendingmode to Standart instead of multiply, its a while ago i have testet that shaders. Or create it by your self. Use the default shader and change it to the color you want, 100% blue or red or what you need. If you want to paint it. Merge your lowpoly into the paint room. Delete or hide every created layer in paintroom, keep only Layer0 and Normalmap and Bakedocclusion. You could delete BakedOcclusion too, if you dont need it for your workflow. Then paint you object, uvshells and stuff in the color you want to use. Take a look at this. At 50min you see how i did create the Material IDs. If you paint it, and want to export your textures, disable BakedOcclusion thats important. Without that, the AO gets exportet into the color and your clean Material IDs are broken. 1 Quote Link to comment Share on other sites More sharing options...
Member Onkelpoe Posted August 20, 2014 Author Member Report Share Posted August 20, 2014 (edited) Wow, thanks a ton! Yes I want to bake some maps (actually a lot of) - but not in 3DC. I use Substance Designer for that matter (and also for texturing, alongside with Substance Painter). So I just want to create polygroups/material IDs in 3DC, which SD can read and then I go from there. Ok, will check yout tutorial (which I have in my links-collection before, hehehe) at 50:00 and see, if I can get it done. Cheers Edited August 20, 2014 by Onkelpoe Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted August 20, 2014 Contributor Report Share Posted August 20, 2014 I work with Substance Designer, too. You see it in part 5 how i use the maps from 3d coat in Substance Designer. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted October 4, 2014 Report Share Posted October 4, 2014 Hi Malo Which NM preferences do you use now ? (to export from 3DC to SP/SD) ty! Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted October 4, 2014 Contributor Report Share Posted October 4, 2014 Hi carlosan Since the big changes in the last builds for the normalmap export, i am not sure what is correclty. Maybe you need some tweaks to get nice results. That are my last testing options. Works with booth SP and SD. and you should always use DirectX as import option in SP. If you want to use OpenGL for Blender or other Apps you have to use a different setup in the preferences or invert the green chanel after you are done with SD. 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted October 4, 2014 Report Share Posted October 4, 2014 Ty Malo ! Will be nice If you sent your preset to support, to be added to preset list. 1 Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted October 4, 2014 Contributor Report Share Posted October 4, 2014 This setup is not tested enough. But, yes, if i find it usefull and nice in my future projects, i will send that or a better preset. 1 Quote Link to comment Share on other sites More sharing options...
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