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Sculptris import obj texture6/29/2023 ![]() ![]() You are using FBX and FBX has an options under the export settings of Maya, Advanced Settings -> Axis Conversion to export Y or Z, so you can use the Y and still export at Z. So probably my issue is I didn't get any issue. Painter, Marmoset and Maya Y and Z workspace, because those programs automatically orient the FBX file properly. The Z-up works as expected, but like I said, which you clearly didn't know, was that it had to be done at export time from Maya, not the workspace used in Maya (which shouldn't be needed by most softwares, but it has to be done for 3DCoat so whatever) But thanks to that I even found out that the mesh has to be exported as Y-up from 3DCoat if I want my model to have the same orientation that I see in 3DCoat viewport in other software like S. So, the locking normals works, the painting works, and everything works as expected. I even used 3DCoats UV room and all to see if that changed anything or not, everything worked as expected. Locking the normals worked fine, 3DCoat even exports the same normals I sent to 3DCoat on the FBX, vertex normals look the same in Maya in both files before 3DCoat and after 3DCoat, so nothing gets recalculated unless I don't lock the normals, I even tested with a Maya 2015+ preset like you have set, which I never use because presets ignore whatever is on 3DCoat's preferences and do whatever a tiny XML says, reason why I always use Unknown because that's the one that take into account what preferences say and does depend on hidden settings in a XML file. I watched it and I tested it, I have installed 4.8.38 and it works fine here, I tested with Y and Z-Up, with locking and not locking normals, with bad UVs, automap and UVs like yours, which were only seen on the video. So, it is not complicated but it is not like the normal modeler, but it works and could be useful on many cases. To move or scale or rotate precisely, you touch the axis and then hit spacebar so you can enter values, not the easier thing to do but at least it is there. So you have to always check that kind of stuff in tools as well. then we have like Ctrl in Delete Polygons will delete every connected geometry while on Delete Edges it will do the loop. Of course the behavior is not going to be similar to what Split rings tool would do, Shift will act as the snapper so you don't create the splits in random values. For transform or extrude, ctrl will do snapping, like when you move it will do 25 increments if you grab like the move arrow, but if you use the circle in the center of the axis, it will snap the extrusion to move only up or down, regardless of the face normal, then shift will move the axis so you can transform wherever you want. Sometimes you have to select before using a tool, and you will get a message at the center bottom of the screen about it, like Extrude will not work unless you have an edge or face selected.Ĭtrl and shift key can also be used on different tools, sometimes it does the opposite, but sometimes it does more than just left clicking, for example in Select tool, you will either select the loop with shift or ctrl will deselect, and double clicking will select all connected polygons for example. ![]() Some tools will display additional options on top, like 2D or 3D primitives, but you also get like if you want "auto" or select only vertex and polygons, and how many segments if you are using the strokes tool.īut pretty much Polygroups are your individual objects, then as any other you either modify an important asset or start from a primitive and that's where you use 2D or 3D primitives, hit apply and then you can use the tools, which usually are self explained so you know what they might do. The thing is you have to think like 3DCoat, not like Blender or Maya, for example since it is a sculpting app, Stroke mode will be just Radius and Depth Pressure by default, so if you wanted to marquee select, you need to change it, like if you want to select multiple points or polygons, so you always have to remember to check your stroke mode depending on what you are going to do. Well, Modeling room is just Retopo with additional tools, so you could find a tutorial about retopo and maybe get some ideas how it works. ![]()
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