Good retopo topology plus a good uv seam layout is a must.Īlso your scan settings are important as well. Very long elongated polygons not so good as they tend to cross 2 axis planes at the same time making them non-planar.Īny Non-Planar polygons are a big no -no in Displacement maps. Now concerning artifacts in the displacements, I can only guess as you show no picture of your retopo mesh, so I will add a few words here.ĭisplacement maps like even quad polygons as much as possible. If you use the bake texture feature under the retopo menu be sure to first export your model with the uv sets then choose that model to bake the displacement maps to. In the preferences menu be sure to select "Treat retopo groups as objects" I have no problems exporting multiple uv sets with displacement maps from the retopo room using the bake texture function under the retopo menu or just exporting the uv multiple sets using the export function. My version - Linux 4.1.08B which is the latest beta for the Linux version of 3DC. We could not import or export multiple uv sets from the retopo room. Andrew address the problem you are having a few beta versions back. The newer beta versions have features that have been added that might help you. It is always good to state what version of 3DCoat you are using. He will work on it as problems arise in it's use though. Andrew even stated at one time, he might remove it because he whether not spend development time on it and it has been at times buggy in the past. The reason I would imagine that it does not write the texture information in the obj mtl file. The bake texture feature is really a hold over from version 2. I am more concerned about why you are getting artifacts than the problems you are having with exporting out of the retopo room using the bake texture feature. ![]() ![]() When I select the exported obj file as the one to receive the projected textures then I get all the uv sets exported corrected.Īlso the the preferred fashion is to merge to the paint room for your displacement map. This would be a bug or an oversight when he made it possible to import and export multiple uv sets in the retopo room. When I selected use Retopo mesh in the bake settings then yes, I too get only one uv set that contains in a overlapping fashion all the other uv sets. "Preserve positions of vertices while smoothing" This needs to be unchecked. If you need, I can create a screen recording of what I did.Īlso, one of the smarter users here may have a much better solution than I have given.Įdit: I'll also add that this 3d object doesn't import correctly in any of the other 3d apps I tested it in, so it has something to do with the way it was exported.You have one mistake in your exporting. See if this linked file is what you were intending. I also used raster snapping to get this to line up with the grid in places. It may take rearranging the parts in and out of a parent / child in the object manager until everything is lined up the way you need. ![]() Then you can dial in the number in the properties manager to try and get it lined up as close as possible. Then using the orthographic views (front, back, top, etc.) rotate the part manually until it closely matches the grid. Once you've centered all the pivots, you can parent the objects to one part, like the one of the large cross members, and then center it to the World Center using the Property palette. I use Q, but you can use whatever you like. A script of this would come in handy.) I use the coordinate system so much, that I bound it to a keyboard shortcut. (It would be nice to be able to do this all at once, but I think you have to do each mesh individually. Usually what I do is go to the coordinate system and burn transform and then center the pivot to the middle of each object, and then burn the pivot. Hi Charless, I'm not aware of any automatic way to do this, but I've had to manually fix things like this before.
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