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  2. Hi guys, I've read through many posts already made on this topic, but i'm struggling to find a definitive answer. Is it possible to paint and view in true sRGB space? Maybe there is a button i've not checked to make this happen? I've read about and tested : Textures > Adjust > Gamma correction - but sadly this is only a clever hack that crushes down the 1.0 Gamma, it doesn't allow me to work in Real-Time true sRGB / 2.2 Gamma space. For Gloss / Roughness / Specular textures true working sRGB space is very important to create an accurate read. Any info on this would most welcome, i'm a big fan of 3d coat, loved it from the first moment i started using it. Personally i don't want to move to the likes of Mari or Substance painter. Thanks for reading! Alex
  3. Today
  4. after few more test, this time using FBX import, i didn't get the problem. so i presume this is speccific with OBJ
  5. Hello, Sometimes or often, i have this kind of problem when importing Obj from 3ds Max to 3Dcoat, all smoothgroups are set to 1 wich resulting in a bad occlusion calculation and same for all works i would like to do with it. It looks weird and i don't understand why this is appening... i have checked the Box "export Smoothgroup" in the panel exporter, so there is no reason.
  6. Thanks Digman, your help and input has been much appreciated!
  7. Hello i have this problem with 3D Coat, this is not a new thing, it has always been this way in several versions, in several computers, I'm living with this problem for +- 3 years. So, i have my Hotkey/Shortcut setup on paint room like in Photoshop, E to Erase, B to brush, etc most of the things works fine and are always saved (Common keyboard keys like , A, B, C, D, E ,F, CTRL, SHIFT, ALT...). I also use the [ to decrease radius and ] to increase radius. The problem is, 3D coat never saved shortcut ] (That i use to increase radius) and I have to set the key every time I open the software, every time I open a file, every time I reload a mesh, every time I have to do something else inside the software or when in some way i change the geometry I'm working. I know about the "Options_Hotkeys.xml" file and I have tried to change it many times but 3D Coat will always overwrite the file, even if I mark it as "Read Only". I'm in Brazil, my keyboard layout is ABNT and I believe 3D Coat don't have total support. Take a look at the image below, the "Decrease Radius" is set to ( ] ) even when I manually set it to ( [ ) it will always appear as ( ] ) but it will act as ( [ ). When i set the "Increase Radius" to ( ] ) the key became invisible there (but works until i do something else, load a model, open a file, close the software). I have tested with different computers, different keyboards ( All ABNT layout, the layout used in Brazil ) and I always have the same problem. I have 2 desktop computers and 1 laptop to test. Right now I'm using 3D Coat 4.7.24 on Windows 10 64bit but as i said before this was always like that, different versions of 3D coat, different versions of windows and on different computers that I had. And as I said, yes, I know about the hotkeys XML file, but that is not the Solution in my case, don't do anything unfortunately... This is something with 3D Coat and the Brazilian ABNT keyboard layout because I've tried all sorts of things and nothing solved the problem.
  8. Yesterday
  9. Hot off the presses or rather Twitersphere.
  10. Added as free to the 50 Subscribers collection !!! Added as free to the lifetime one time payment subscription !!! NEW REALISTIC PLASTICS COLLECTION 32 seamless custom Realistic Plastic PBR accurate SMART MATERIALS FOR 3D COAT plus 2 *sbsar Advance Plastic and Plastic Matte - Gloss 6 categories plastic clean damaged plastic clean glossy plastic clean glossy damaged plastic clean matte plastic null plastic null glossy
  11. Hi Czepta, Thanks for your reply. Really appreciate it. First of all I am scanning something in a warehouse which has been manufactured based off a digital design. The idea is that the manufactured object should be to scale with the original design. I am bringing in very high poly scans into the Sculpt room to begin with. Immediately my UVs get wiped out, which I understand and I am okay with. So now, my textures get converted to vertex paint colours and that is great because this gives me the visual information needed to line up several scans of one object together. The object I am scanning is large and must be scanned in several passes to make up the entire object. Those passes then need to be aligned in 3D Coat to build the full entire object. I find that 3D Coat does a great job of aligning and the scale to fit option is really handy. So for now I want to try everything possible using 3D Coat. I need to then export this newly aligned geometry out of 3D Coat and back to Maya with the same textures I had on it before coming into 3D COAT. What would you suggest I do in terms of workflow? I need to figure out how I can bake my original textures back onto the geometry. I assume baking the vetex colours is the solution, but the vertex colours are not quite as good as the original texture from a quality point of view. The scanned OBJs I am importing into 3D COAT are very high poly and retain the texures well, but there is 30 to 40 percent reduction in quality from my original textures. How is this done so I can export out of 3D Coat with textures? Do I have to retopolize before baking textures and how would I import my original textures back onto my sculpt geometry? If I need it to retopolige my sculpt geometry it has to be at a very high poly count for reasons of accuracy as I am checking for any deviation from scanned data back to the original concept digital model. Having quality textures in the same place is big deal . Thanks again for your help, It's greatly appreciated!
  12. Freehand Photoshop painting from photo, no tracing. I spent about two and a half days on it.
  13. Is it possible to paint and export multiple textures for the same UV set? I'm thinking sort of different skins for a single model. Also, how would I go about multiple LODs?
  14. Yes true some difference but close. Maybe because the depth in a sense is recalculated with intensity which is necessary to match the direct import. If a normal map has to be used this is the way but oh yeah a 16 bit tif has much higher fidelity for conversion to a normal map. I never use a normal map in the Smart Material depth slot...
  15. Thank you for a detailed reply Digman! Sadly, these are the exact steps i made when i originally ran into the problem. Even in your example you can see artifacts and loss of clarity via the Normal map being plugged into the Smart Material, but all is good knowing Greyscale maps are the perfect solution. I found they are extremely versatile when altering via the Levels Curve within the Smart Material, so many high quality variations can be made with just 1 Greyscale map. I could never achieve such results so easily with a Normal map! I'll attach the texture i created in Photoshop incase you are interested, also for anyone else interested in the results. File Format : 16-bit .tif Greyscale Thanks again, Alex. DiamonPattern_16bit.rar
  16. You don't have to start nVidia Inspector each time. Once the parameter is set, it will be remembered. That's odd. I have it set to 60 fps and have never observed any brush lag. And that's on a quite old GeForce card (GTX 660Ti).
  17. For new users I transposed on my part a few weeks some information on how depth works in the Smart Material Editor. A better way to understand it is below. Top Tool Panel depth is set 100% The best way to think of this is just have the top tool panel set to 100% always when creating your smart material and then just set the smart material depth as you normally would. If on the other hand the top tool panel is set at say 50% depth and you set the smart material at 20% depth, it is going to be 20% of half strength (50%) depth because the smart material gets its depth calculated from the top tool depth setting. Now if you or another person you shared your Smart Material with has a different depth setting in the top tool panel, the 20% in the Smart Material will base off that depth setting in the top tool panel. The smart material will not appear has you made it originally because of this difference. Sorry for any confusion this cause anyone.
  18. He looks dehydrated and cranky. PETA should get on to this.
  19. I can make the fingers correct by decreasing the scan depth but it gives errors elsewhere. I sent the file to Andrew as it may be broken. It displays, "Partial symmetry 100.0%" in red and no use of Make Symmetrical will change it. The Scan Depth tools don't effect the mesh.
  20. Here it is if needed though as you discovered greyscale maps are a good way to go as the quality is higher. Set the depth amount in the top tool panel to 100% For you case only: Matching a direct import normal map when making a smart material. Smart Material Editor Set type to Uv mapping Set the Smart Material depth amount here to be a percentage of the top tool panel. In your case I think I set the smart material to 17% depth. The best way to think about this is just have the top tool panel set to 100% always when creating your smart material and then just set the smart material depth as you normally would. If the top tool panel is set at 50% depth and you set the smart material at 20% it is going to be 20% of half strength (50%) depth in the top tool panel. --------------------------------------------------------------------------------------------------------- Side note: Importing a normal map directly into 3DC, it would not take into account the the amount the normal map is intensified through the depth settings in the top tool panel. The normal map would be imported at how it was created. Renderers have a setting to intensify a normal map after import. This you can do in the normal map layer's panel under the depth setting if needed. Now when you use a normal map in the Smart Material and the setting is at 100% in the top tool depth setting and the smart material normal map depth is set at a 100%, the normal map is intensified to the extreme, like adjusting a renderer's normal map intensity after importing. So you must adjust the percentage amount in the Smart Material Editor to match the the same intensity as the direct one. -------------------------------------------------------------------------------------------------------- When applying the Smart Material, in the Preview options panel, click on reset before applying. This will insure that the image is at the same scale as the imported direct one. whether you have to adjust a little per case, that would need to be seen. In my picture, the Smart material depth could be adjusted just a tiny bit more but they are close. I lined the images up to get a good comparsion. Hope the above helps you some.
  21. Kong has escaped from his holding facility somewhere in the Nevada desert.
  22. Thank you for the support and kind words Speike , we aim for even better results and already working on an unbiased render engine!!!! Yes , we are working on video manual / tutorials and pdf as well.
  23. Hi Digman, Thanks for looking into this problem i had. You mention you solved my original issue regarding using ONLY normal maps, can i ask how you did this? For the life of me i couldn't figure out how to keep the quality once the map was applied to the Smart Material. I'm a perfectionist by nature so i was looking for an exact 1:1 quality ratio. Small details and fine edges are important to me, allowing a high standard of work. I thought the loss of quality was due to compression? Cheers, Alex.
  24. This may be the issue I'm having with 3d coat causing my laptop to shutdown even during retopo. I get the same problem when playing high end games. It causes my laptop to start draining power from the battery as it can't get enough from the plugged in power.
  25. Not sure if I understand what you are trying to do fully. Are the objs high poly or low poly? I think if you want to get uvs and textures off a high poly object from the sculpt room you would have to retopo the obj and bake them out. If you already have the obj you could import them as a retopo mesh so you don't have to redo it by hand. Then if you have separate pieces you can just stitch the retopo meshes together.
  26. I also tend to keep my projection cage close to the mesh and then use the brush to go over areas that need adjustment. Not sure what I am seeing here as in your 1st post you said you were working the inside of the cage but the fingers part of the cage are far out. I first see how close I can keep my projection cage to the mesh and then adjust the main parameters a little if there is just to many areas to paint. I try to strike a balance between the two. Once you figure it out on how to use the brush to paint the local adjustments much better than the spheres.
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