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About kirkl

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  1. Whenever I try to import roughness channel into 3d coat I get noting even remotely close to what it should be looking like. Then if I Import same texture set into "PBR material" preset it's again looks totally different. What is the right procedure ? When I import just gray-scale single channel files it still asks me what channel ? Should I invert the roughness to turn it into glossiness ? I hate Substance Painter and prefer 3d coat so much but I get instant almost identical look there without any troubles
  2. I think I figure out the reason . It depends on curvature map which is depending a lot on geometry topology and there is nothing to do with it
  3. Why I get completely different material appearance on slightly different object? What input into that? Can I copy/paste layers in-between materials somehow?
  4. Current transform gizmo has a huge and annoying drawback. Its transform center is always and only in the center of material texture. It turns precise positioning of projected picture /material into a huge pain in the a.. Especially being accustomed to scale from a randomly placed center in Photoshop(by digits only), Zbrush, Fusion, any vector soft etc. So for example if I want to paint a window from some render or photo I first have to crop source file the way a corner of the window would be in precise center of a file. Only that way I could scale precisely from that corner . If the source file is big enough and the detail I want to project is far from image center the positioning it on the screen/model turns into a pure torture. Not sure if placing the center of transform randomly is a huge problem or not. I am asking for that feature for many years already, long before the transform gizmo appeared. But it's a main reason I still rather use Zbrush for texture painting than 3d coat.
  5. oh, probably should try it
  6. That Trello thing makes me problems . Reset password is not working there and I am already out of available e-mails. Need to sign up again each time
  7. Problem is I already have almost perfect "straight" unwrap for such things like rails and curved pipes comes from just how I model them. "Unwrap" button will turn them into bent zigzagged islands . In fact I need only pack and auto scale. Looks like it's not fbx dependent . In comes the same from obj also
  8. Here is cubes example. Sorry, I can't share my work model without permission. But I guess if you could make it working for cubes sides I would use the same solution for anything. ps, Actually I like how auto packers work in 3d coat. Much quicker than anywhere else I know of. Too bad they can't separate instances
  9. Yes I am working in current UV set ( the only one that exists :defaultMat) The object is a few instanced armco rails that had its own original flat front projected unwrap originally. Now I want to make front, backside and edges of each instanced rail having its own unique UV space. First 3 buttons do not anything at all. "Auto scale" separates front and backside and multiple edge segments too. But still every object that was an instance of each other in modelling soft have their corresponding UV parts overlapped and nothing separates them until I shift them a bit manually. It's not a problem for a few things , but once you have a huge amount of initially instanced small objects like bolts for example , it turns to be virtually impossible. I hoped shuffle button should do what I want but in fact it doesn't work at all ps. to be precise Auto packs do place uv islands another way sometimes, but not separate overlapping ones at all. Just tried it with a few simple instanced cubes. No way 3d coat could make them unique in UV space
  10. How can I use them? From what I read it does something opposite of what I want. I need not to put one island over another but rather put them in each own place
  11. I have a group of already nicely unwrapped objects with UVs sharing exactly same place. How can I pack them automatically into each having unique space? Whatever pack button I push nothing changes.
  12. I often need to not just a texture of for an object UV but rather to bake into a flat plane with tillable texture with shadows of details pre-baked into the texture . Would be cool to use render room for that with ability to gpu render orto view into hi-res passes of color/depth/normal/roughness/metallic. Also would be nice to have a kind of object painter to scatter random actual small objects over model surface and a projecting baking with a cage to adjust direction. The regular brushes with depth info are not enough for certain kind of things (fir for example) and needs special baking approach.
  13. to be texture painted in 3d coat. vector or simple displacement? Maybe some aplink? fbx export from zbrush?