Andrew Shpagin

3D-Coat Developer
  • Content count

  • Joined

  • Last visited

Community Reputation

695 Reputable

About Andrew Shpagin

  • Rank
    3DC creator & admin
  • Birthday 08/23/1975

Profile Information

  • Gender

Recent Profile Visitors

20,090 profile views
  1. Try to copy the link on the top and open in other browser. Looks like browser bug. Maybe reboot PC. Also try to upload some trivial model, like cube, possibly edge may not open big html files.
  2. Have you entered correctly Sketchfab key? After pressing Upload to sketchfab you should get to page like this FEATURES LEARN GALLERY COMMUNITY COMPANY BUY DOWNLOAD UPLOAD SCREENSHOT Copy & Share: Copy to Clipboard Copy to Clipboard Copy to Clipboard Copy to Clipboard Attention! It may take several minutes to process this model on Sketchfab server. If you see 404 Error Message please reload this page. List of uploaded images Edit Title & Description
  3. Please show screenshot what you see
  4. It appears in Browser window after you will press Upload to Sketchfab
  5. Please try to click [x]change Sketchfab API Key and re-assign API key
  6. Спасибо большое!
  7. Denis is my friend and he participated a bit in 3D-Coat's programming (he made panoramas droplist). Glad to see you there, Denis!
  8. Add facture, select it. In Paint room - paint with brush. Use RMB for facture properties.
  9. Factures are sort of big "easter egg" in 3D-Coat. Actually it is very powerful way to make super-detalized objects. For example you have landscape and want to cover it with grass, rock, sand etc textures. Of course direct painting over uv-ed mesh is bad idea there - huge textures will be required. Putting tiled texture is bad idea as well - tiling is well visible, edge between different textures is visible too. Factures is good solution for this. It is per-vertex textuing. UV coordinate assigned to vertex, textures are assigned per-vertex as well, if different vertices has different textures - they will be blended between each other and no seams will appear. But there are several problems: 1) Export. Engine/3d-package should support per-vertex color/alpha channel to use FBX exported from Coat. Usualy need to setup nodes to use exported result correctly. 2) Still unfinished a bit. No good textures, no defaul library of textures. No shaders included. I will include shaders in next build. That technology may be amazing and revolutionary, but still unfinished. But we are slowly moving it to useable state, it is not fast process. Some help may be really helpful - need license-free textures for factures. Grass, rocks, sand, etc with color, gloss and normalmaps. I attached missing shader, just install extension. It will work only for DX version. FacturesExt.3dcpack
  10. Do you use same version of 3D-Coat for Win and Mac? Older versions may fail on 3B files saved with newest versions. What versions used on Mac and Win? Let us continue discussion via e-mail - write me to
  11. 1. If you have several objects or materials, press ALT + eye icon in any panel (objects, material, surface, voxels, retopo, layers) to isolate - like in PS. Hiding polygons is also possibe. 2,3. I don't know. But OBJ/STL formats are very common for all applictions.
  12. I see you are using microvertex approach. I recommend PPP approach, it is much more suitable for painting and completely free from such problems. But if you are using MV, ensure that each UV set uses own separate material. Also, write me to e-mail if problem still not resolved, othervice I may loose the thread. Also I may look scene if you wil send it to me (3B file).
  13. just downsample hires textures twice. Mipmapped projection of textures is still not done...
  14. Похоже на то, что текущий слой перекрывается другим слоем на верхней части объекта. Я бы посоветовал послать меш на (Даниил), он поможет разобраться.
  15. Вероятнее всего UV-карта с самопересечениями. Да и версия оооч старая. Очень рекомендую 4.5.06 с форума или 4.5.03 с оффициального сайта.