![]() I create my morphs in 3dcoat in a different way. but this was for replace mesh method I can't remember if it has how to move individual vertexes in it. Its more about sculpting but it might help I have to update all my tutorials on this stuff because they are old now. You are using replace mesh method? this tutorial is okay then for that. :/ The way it seperates the workflow makes it very hard to get along with. I like the voxels of 3dcoat I like to make characters in it and paint but I have to admit that I can't really get along with it for retopology although i do try sometimes so my workings with it now are mostly limited to painting and I have gone back to using blender for mesh based sculpting. You can do in blender and that new offering for the stripped down model of zbrush looks good. I use 3dcoat because the move polygone tool is far better than sculptris. I bought 3dcoat, substance painter and really don't want to pay and re-learn for another software to do same task. Sculptris can't separate the polygon so I can't open the mouth in this exemple. I send a request in their forum and the creator ask me to send the meshes. The tutorial you posted is with the previous version wich works perfectly even with paint per pixel import mod. WhenI try to import in Microvertex mod, 3Dcoat crash with this formidable error message. Ironically my problem is how its set up ^^ I found it to umm cumbersome I felt like I was on some kinda hamster wheel or maze cause of the workflow :/ "you will take this path you can't change your mind and must take this path" So if there was a way I didnt find it ^^ (probably why i like blender so much it wont lock me out of other stuff or ruin my work if i change my mind or do something else) Also be careful of the uvmapping dont touch the islands but I am assuming your just talking about the morph itself and you did not touch any uvmaps and were just playing around with the basic shape.Īh thanks I would never use it this way anyhow since I dont like half the tools offered in 3dcoat. Because no at the moment 3d coat does not automatically preserve this. So post a feature request for them to allow "preserve vertex order of object exports" and maybe they will add it. The thought had crossed my mind that perhaps a feature request can be made to request and option to "preserve vertex order". With my tests of 3dcoat yes the exports that do work are what I would call "a happy accident" the more severe the morph the more likely the order is going to be messed with. If I have a question to ask to their support, wich kind of question could I ask? "Could you fix the vertex order issue to have the same when exporting? " Sorry for my unknowledge. Since the PBR release it brake the vertex order. It's sad because previous 3Dcoat's version worked.
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