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Zardok

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  1. Merging all together is not a good solution, you need to keep separate the maps Mode detailed setup : I use V4 but this is probably valid for M4 Load in UVMapper the V4 object named blMilWom_v4b.obj Select all materials starting with 4_ 5_ 6_ 7_ and delete Save the object under a new name, check the options 'Export as single group' Reload this object, so UVMapper can update the material list Select all material starting with 1_ and Tools -> Assign to -> Material -> 1_map Select all material starting with 2_ and Tools -> Assign to -> Material -> 2_map Select all material starting with 3_ and Tools -> Assign to -> Material -> 3_map Save this object 1_map 2_map 3_map can be replaced by your favorite material name Load this object in 3D-Coat, below are the options i have chosen, maybe try with Keep Cluster: On my laptop HP nw9440 Core 2 Duo 2.33Ghz Nvidia FX1500M the loading take less than 10 seconds Paint V4, try to be more creative than me Export all maps to be used on your application : File -> Import/Export textures -> Save textures Select All textures, on the file requester type the prefix, i have used test for the color maps Open V4 in your application and apply the maps to the corresponding material zones How they look on DS :
  2. Note : AFAIK 3D-Coat read the mesh as expected, the split in different maps is a choice made by DAZ but in the object they are only the materials zones I use Miki2 in 3D-Coat but this is for drawing low-res clothes with the retopology tools for further work in Silo or C4D, since Miki2 is used only as reference i have a special version of the object with one material zone and selected 512 for the size. IMO you must make a special object for using in 3D-Coat, you must merge together the materials who are in the same map, for V4 all materials starting with 1_ are in the first map so they must be merged etc... in the end you must have an object with 7 material zone correspondind to the 7 maps You can merge materials in UVMapper You can delete the unwanted geometries to make the mesh lighter, eyes, lashs, innermouth, teeth, deleting can be done in UVMapper too In the end you probably have several special objects stripped down for a particular task, if you want to work on a face displacement map you don't need to import the legs and toes etc... For the other settings i don't know, i plan to use the paint tools somewhere in 2009 Jean-Jacques Roh
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