3D Coat Tips - mhulse/3d-wiki GitHub Wiki
… if you paint onto a sculpt, then try baking to low poly, make SURE your paint layers are not named the same as your sculpt layers, or else the low poly bake will not take.
For example, your sculpt is named “hair” and your paint layer for the sculpt is named “hair”, the baking process will try to take the name of the sculpt as the layer it should bake texture information to so in this case, the name conflicts and it doesn’t bake but won’t ever let you know whats up.
To fix this, you simply make sure the sculpt is NOT named the same as the paint layer, or vice versa
h/t @caseydedore
These notes are based on Wacom mapping.
- Rotate: Click on background with pen and drag
- Translate: Click on background with pen, click MMB (top pen button) and drag
- Zoom: Click on background with pen, click RMB (bottom pen button) and drag
If you have multiple objects, you can right-click on a shader and “Apply to all”. Conversely, if you have a single object, just click on the shader.
Hold down shift key in a tool to smooth
RMB on mesh and drag either along x or y to change depth or size:
Starting out, try to stay as low as possible for as long as possible, only increasing when you're ready to refine on the next level of detail.
For optimal target density, go for the minimum needed to provide the correct “non faceted” look at the correct distance you need.
h/t @caseydedore
Take a test object, increase the mesh resolution a bunch, test tools, then keep going until things seem slow, then you know the limits of a single object while sculpting.
h/t @caseydedore
Using the VoxTree (layers) you can have multiple objects that are resolution-independent of one another. This is useful due to the fact that smaller objects may need less resolution/voxel density than larger ones (or objects that need more detail).
When they merge, the highest resolution object is the target resolution for all objects in the merge.
Model: Wacom Intuos Drawing Tablet, 7.9"x 6.3", Black (CTL4100)