3D Coat was used almost exclusively for Painting and Retopology.
Final image of BOM Rendered and surfaced by Pete Circuitt
Im really pleased its finally gone gold on Appstore. (US only)
Posted 09 January 2012 - 01:26 AM
Posted 09 January 2012 - 10:24 AM
Posted 09 January 2012 - 11:02 AM
Posted 09 January 2012 - 12:12 PM
Posted 09 January 2012 - 12:18 PM
Posted 09 January 2012 - 01:14 PM
Strange. I have checked it, and can create individual UV pages inside the retopo room. Every page can be handled seperately and when you are ready you just move them to the paint room. The following assistant window shows all created sub uv sets and ask for the texture res and the names... Do I miss something?...
For instance example of workflow, Create Multiple sub meshes in retopo room yet i want separate textures for each piece, and I cant!. Yet if i Merge seperate meshes into a scene for painting I can paint over multiple UV and export multiple maps.
Often I like to have the abillity to do this as i might combine UV later but i want separate maps for authoring the textures.
I hope more control can be obtained in the future.
Posted 09 January 2012 - 01:56 PM
NP Chris, Your right. Only problem I have currently is Separate submeshes and material assignment. All texture are baked into one texture with no way (I know of to assign separate materials per sub mesh in 3d coat.
This is a little annoying as it handles separate sub mesh materials is assigned in another application.
For instance example of workflow, Create Multiple sub meshes in retopo room yet i want separate textures for each piece, and I cant!. Yet if i Merge seperate meshes into a scene for painting I can paint over multiple UV and export multiple maps.
Often I like to have the abillity to do this as i might combine UV later but i want separate maps for authoring the textures.
I hope more control can be obtained in the future.
Posted 09 January 2012 - 02:26 PM
Posted 09 January 2012 - 04:22 PM
Have you tried to paint directly inside 3DCoats texture editor view? This is the way, how I paint cloth -> The only seams are the cloth seams... Before doing this, you have to have good UV seams of course. The UV-model should represent the real cloth patches.I also 'confirm' all these.
I was talking on another difficulty though. When trying to paint a geometrical pattern, like tartan patterns. When the seams of the cloths Have to be visible.
In these cases I use blender UV editor. Possibly import to 3dc is following, adding more layers (here 3dc is simply great).
You probably understand why, vertices have to be aligned as the pattern, avoid stretching etc. The most difficult case in UV editing IMO. There's an excellent plugin for max I think.
Posted 10 January 2012 - 12:24 AM
Posted 10 January 2012 - 12:48 AM
Posted 10 January 2012 - 12:58 AM
Of course, it's the only way.Have you tried to paint directly inside 3DCoats texture editor view? This is the way, how I paint cloth -> The only seams are the cloth seams... Before doing this, you have to have good UV seams of course. The model should represent the cloth patches.
Posted 10 January 2012 - 01:14 AM
Posted 10 January 2012 - 10:48 AM
Posted 10 January 2012 - 12:49 PM
Posted 10 January 2012 - 02:39 PM
The problem here is not to paint the texture. It's the UV set. I you are forced to create the UV set AFTER the cloth simulation, then you will get problems. The best way is to create the UV.set before starting the cloth sim. Even 3D Coat is not able yet to unfold the cloth isles correctly to a real flat patch. Unfortunately.Of course, it's the only way.
Can you do this?
Posted 19 January 2012 - 08:13 AM
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