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3d coat export texture transparent background
3d coat export texture transparent background













3d coat export texture transparent background

I realise I'm being vague here, but we can look into it more if you reckon it's a path worth walking. That said, you could also look into 1 UV set but using multiple objects, PBR materials in 3dc and substance I believe can work on a per-object basis rather than worrying about a dozen texture sheets for each of your models. But again, this is just few clicks per separate object. I suppose a drawback of this is you would need to do it for each piece in order to retain multiple UV sets, or rather independent UV sets for multiple objects. Well, auto-retopo is only a few clicks, and you can set the estimated poly count to be high enough so that you retain all of your sculpted detail. Unless Houdini's FBX exporter automatically applies UVs on export. So I assume that 3D-Coat automatically generates UVs in the Paint Room when they're not present (if the file is imported directly for Paint Room's PPP): With many materials and without crashing. I exported the object as FBX from Houdini, without adding any UVs.Īnd it loaded properly in the paint room. Understandable, because they were never created. Edited Apby rooattackģD-Coat's import to PPP does seem to apply an arbitrary UV mapping to geometry that does not have it. I think 3D coat should be able to import what it exports regardless, especially if it handles one file but not the other. The thing is, it works fine for OBJ files and I can go in and at least maintain texture ID's so Substance Painter can use it, but then I lose the ability of multiple UV sets when I use OBJ. Are you saying I have to retopo every model I work with? I literally don't have time to do that with 200 models I am creating (we are creating high poly models and rendering 2D sprites out of them, so we have no need to retopo anything ). The whole reason I am trying to import the fbx file is so that I can UV map it. Your workflow at the moment is a pretty bad one. You should really look into the auto retopo tools within 3d coat, as this is typically the best way to get a voxel sculpt into the realms of a normal UV mapped mesh for per-pixel painting. Because they did not have any mapping information to begin with.

3d coat export texture transparent background

The same result is applied on all other pieces. If you look closely at the second image there, in the UV window you'll see a very small orange cross in the bottom left, this is me selecting all of the UV's for that chest/abs piece. Though its worth noting that the mapping it applies is basically redundant. If I import your fbx into 3ds max it gives a bit more information on the issue, and unlike 3d coat, 3ds max will apply "some" mapping info onto the mesh that will allow it to import. Granted, 3dc could handle this a bit better by applying some arbitrary mapping on import, but ultimately you're dealing with a flawed pipeline from the get go.# The objects you create in the sculpt room do not have UV's, and you're trying to then bring that data into the per-pixel room where it's expecting UV's.

3d coat export texture transparent background

Okay, I've just grabbed your FBX from the other thread.















3d coat export texture transparent background