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Found 10 results

  1. HELP - Hand painted texture tilling

    Hi! I am new with 3D Coat. I've been trying to create seamless hand painted textures. Ex: grass patch, wooden floor, stone wall etc... I imported a unwrapped plane from 3ds max. Is there an option to make the texture tile? Thank you very much for your time, I can't seem to find any answer on the internet.
  2. Hello from Paintstorm Studio. Hope this video will be helpful for texture artists This is not complete tutorial, video just show some fast tips and tricks by creating textures in Paintstorm and 3dCoat, if you have technical questions, ask it! - Seamless textures - Corrections to several layers - Some special tools and brushes for texture creation.
  3. Hi guys! I have a project I am working on and the bit I have gotten to now is really making my head hurt haha! So I am trying to make terrain pieces that can fit together side by side and be seamless and flow from one to the other. The idea is that I can sculpt a number of pieces and they can be used multiple times in different positions and rotations to create a potentially infinite number of terrain boards. http://i.imgur.com/NGRCrqg.jpg That is my rough concept where there are pieces like straight rivers, curved rivers, rivers with crossings, cliffs, cliff corners inner and outer, cliffs with slopes, lakes and grass plains and they can then be used multiple times to create varied landscapes. My issue is that I am unsure how to make them tileable! Ideally I am looking for a way of sculpting a perfectly square mesh that repeats at the edges so each module can fit next to another module with relative ease. I have tried doing it via photoshop creating heightmaps but the results are not great and it takes far too long to make a heightmap by hand, with detail without having a reference as to what it looks like when applied to a model. I would appreciate any help that I can get with the matter! I am struggling! Thank you!
  4. Hi I am looking for software which will allow me to make tillable textures by just placing my models; This does not work for ready textured models in 3dcoat.
  5. Hi Does anyone know how i might make a texture from reality capture into a tileable texture with a normal map from the model aswell. For this to work there cant be any manual fiddling with the diffuse texture, because whatever happens to the diffuse map must also happen to the normal map. any ideas?
  6. Anyone know how i could get good movable/workable rope in 3dcoat. i was thinking splines, but don't know how i would make the model in the first place anyone know how to do rope in 3DC?
  7. I was just wondering about advantages/differences between 2x2 and 3x3 surface mode tilling creator. my first thought was that, the 3x3 just seems to require more work and is extra fiddely.
  8. help with tileable texture creation

    Hi, i want to make a seamless hex tile floor texture using the instancing tool, the problem is - unlike squares/bricks/rocks - all the hex tiles have to be the same size.so i cant squeeze the tiles in and make it up as i go along. I've sculpted all the tiles, but for the seamless texture creation to work, i need to find out the exact size they need to be (i want to fit 64+ (at-least) hextiles in the texture. could some 3dcoat maths guru work this out? My 2nd attempt As you can see I've still failed to get the right size or positioning of the hex tiles,
  9. The surface mode for creating seamless textures works, but is lacking allot (it seems to me). please say if you know a work around or method to the problem below # If i wanted to make a pebbles and dirt floor texture, i need to paint the pebbles and the dirt, is it possible to have multiple volumes work with the tiling system so I can paint or apply shaders to the dirt and pebbles separately?
  10. Tiling Engine 'Sandbox Tiler' - Fill with Voxels ***Please support this idea on Trello*** I have had this idea of a system whereby we can create easily Tiling textures using Voxels ever since Andrew started working on the Alpha for V3. The easiest things to compare it to are Zbrush's Tiling Canvas or Corel's Painter Pattern making function where you paint and your brush will go off the edge of the canvas and wrap around to the opposite side. Therefore creating easily tiling textures without worry. The difference here being that you are using actual voxel geometry in 3DC instead of on just a 2D canvas. I mocked up 3 images using Silo & photoshop to help demonstrate what I mean by this. It should work in theory very much like the Tiling Grid from the start up screen if you've ever used it. Advantages for using Geometry instead of painting bump (the two can be used in conjunction - paint high detail bump at the end of the process) -You can get a much nicer normal map that works better with game lighting engines. -You can extract an exact tiling 32Bit Displacement map for high resolution rendering. -Visualising the placement of objects in 3d space (e.g. overlapping bricks, grout, moss in cracks on different layers etc.) -works with Merge Tool -works with all Tools & Brushes -exactly replicates states of point cloud & surface that wrap around at the extents of the sandbox. Let me know what you think as I can imagine this would be of a lot of use to artists creating Tiling textures for games/film. p.s. Just realised how 'Tomorrow's World' this request is. Maybe by 3DC V4 or V5
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