![]() How does it work? Simple, after you import your model, press “clear Seams”, WARNING this will remove all your UV edges! (and create something like the image on the right) Then you create seams where you think they need to be and or where they won’t cause issues.Ĭtrl + shift + left click removes an edge loop My favorite part of 3DCoat is Mark Seams while the edge loop does mostly the same, Mark seams can select just part of a Loop or the entire edge loop by pressing the shift modifier. Especially organic parts are usually not getting mapped the best way. If you are happy with the results, skip to “export”.Īuto Seams is slightly the better option but tends to get a few parts wrong, so go to “mark seams/edge loops “ to fix possible “bad” parts. But it might be useful in some cases where you don’t want to spend a lot of time on it. There are multiple ways to do UVs from this point on, the fastest but probably worst is automap since it tends to create way too many UV Groups. It has too many Seams, and that will give us a harder time Texture them properly – so let’s improve it. As you can see in the UV Preview (which can be enabled under Windows – panels), our UV looks pretty bad. Now that we have our model loaded and set up, we move over to the UV section (if it’s not there already, highlighted in orange). In my case, I already set 4 UV maps, so I wanted to keep them, as I will redo them later anyway (just a simple automap in Maya to have something in them). UV Map Typing can be changed to create a new UV map, which will create auto-mapping. UV Map Model, which, if selected, opens the “Import for Per-Pixel Painting” dialog – allowing you to import a model with existing UVs that can be modified in the UV Room.įirst, we need to import our 3D Model into 3DCoat via the “UV Map Mesh” option in the quick launch menu – this will open the Import Object popup: In the Opening Dialog, there also exists an option entitled: And, if textures have already been created for this model, the Texture Menu becomes available to import them. After creating a UV Map, the next logical step is to create layers of Texture which can then be exported along with your newly topologized model. In this context, the “Texture Menu” appears in the Main Menu Panel with a list of “Import” functions.Īs you can see, all of these Import functions deal with importing individual textures or Texture Layers. When you want to use the toolset in the UV Room, your model will already have been given some form of topology and a tentative UV Map arrangement – based on the “Unwrapping” you performed in the Retopo Room. A trick to move multiple vertices along individual normals.Baking a high poly model using subdivision surfaces into a low poly model.How to create multiple layers of smart materials ?.
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