![]() Haha I was also just before the cattle to buy, just to test. And I don't need normal map because it's just for facial morph. Every time I made facial blendshape in 3Dcoat, I get the mesh with the texture: And it works in 3Dxchange: But sometime there's some character having issue when importing in 3Dcoat because the texture doesn't display at all like WERETOAD: And even touching anything, only exporting make an issue in 3dxchange: Strange isn't it? So I thing If I can get good texture in 3dcoat there will be no probleme in 3dxchange.īy mtakerkart - 6 Years I prefer the ppp mode because you can see quickly bad distortion with lowmesh resolution and the microvertex make some body shift on the whole body du certainly to the hirez mesh downconversion. ![]() What I'm really shure is that WERETOAD IS the problem. No it is not a Bug it works if you do the right steps ! Morph from blender in 3dxchange: yay your unstuck this is good if you can handle the buttons (i know lots of people can't) then you can fix your little dudes I will explain the scale in video again in this case I think all our 'englishes' are a problem So hopefully the video will help the rest of the problems. I will tell him that the vertex order must be keept in the import process. The 3dcoat creator answers me to keep the vertex order in the export task but the issue persist. The sculpt feature in blender is not accurate as 3dcoat, it's like sculptris. And I have to keep this huge scale of the model inside blender because if I scale down, it keeps same scale inside 3dxchange. Very important to keep it in the IMPORT process !!! Not only in the export process. Thank you very much Urbanlamb ! It works with blender now! It's clearly a vertex order problem. In the picture below on my test I called it snarl. If you send your mesh from 3dxchange 7 to 3dcoat and use the above method File - Import Reference Mesh you can then create the face morph Once created select the body of your character inside 3dxchange and select add then add the morph you have created to the list. You have a mesh as one mesh and you want to create facial morphs expressions for that character. 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. 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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