I just went through the above from the start again and got the same correct results. So if you dont use Auto-smoothing groups in 3D-Coat, then all you need to do is to change shading in Blender from Flat to Smooth (without any manual edge splitting). The above is how I fixed the problem and I re-baked a few times to be sure it kept working,ĮDIT. 3D-Coat uses smooth shading until you tell it to use auto-smoothing groups with defined angle of edge splitting. ![]() Sculpt room model is correctly baked to the paint room. Be sure to hide the surface mode object in the paint room if it is not hidden already to revel the baked object. In the bottom of the paint layer panel is a small "X", click on that to remove any unused layers. If you are not ask the question and it bakes anyway, go to the paint room and delete the now two paint objects in the paint room plus any paint layers. You should be asked to delete the object and layers in the paint room before baking starts. Why this method fixed the problem, do not know but it worked. Now you can go back to the "Top" layer, select a shader and it will appear correctly. Next, right click on the tab layer again and change the parent to Root. Correct as shown in Carlosan's picture by right clicking on the Tab layer and choosing Uniform Space. Anytime you transform along a single axis you stretch the voxels or polygons out of uniform space. You have the red warning at the bottom of the interface. I do not think it was on but just given for your FYI.Īs Carlosan said the Tab layer is non-uniform. Never have virtual symmetry on when baking as a rule of thumb. I normally do not have symmetry on when baking. it is now not needed in the baking process as everthing is ready to go. Turn off any symmetry, at least in the paint room. I do this whenever solving problems as 3DC seems to remember some information from scene to scene when not closing the application first and reopening. Below is my method for fixing it.Ĭlose 3DC and reopen the application. Ok, whether this file got corrupted or partial corrupted I can not say. This isn't a big deal, but I will report this bug when I get around to it.įYI, here are two threads about this same exact topic that will probably answer any other questions you might have: The workaround is to turn symmetry off temporarily and delete the unwanted faces it has created. ![]() I prefer to always leave it on during retopo, but it does have one slightly annoying bug: It doesn't work with the strokes tool. It is a nondestructive method of working, allowing for quick and easy changes to symmetrical models. It also allows you to snap the edges of polygons along the symmetry line using "mirror snapping". It is a nondestructive method of working, which I really like. Basically Virtual Mirror Mode is useful because it allows you to work exclusively on one side of your mesh while viewing a virtual preview for the other side.
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