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Carlosan

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Everything posted by Carlosan

  1. Send this crash report to andrewshpagin@gmail.com Do you have onedrive installed ? Look at this. Or if you have 2 monitors, try opening 3DC on the first monitor.
    https://www.artstation.com/artwork/39Je0g
    https://www.artstation.com/artwork/n0nBG1
    https://www.artstation.com/artwork/n0mzBX
  2. 3DCoat have several types of mesh painting: Surface (or vertex), Voxel, Ptex, Microvertex and Per pixel painting. Surface painting (also named Polypaint and Vertex Paint) allows painting on a model’s vertex surface without assigning a texture map, modifying vertex color attributes. Once you use any method to “Bake” your model and its UV topology into the Painting Room, all these painted details will be baked into this permanent mesh as a texture map, which can then be exported along with your mesh. Voxel painting introduces true volumetric texture painting, which is not only a new paradigm within the application itself but to the entire industry as well. To help illustrate why this is such a unique painting platform, the cubes represent voxels, and thus the user has true volumetric depth. This does not mean vertex painting that paints the surface of the shape (even if with the benefit of not needing a UV map), but where you paint a volume to create a 3D texture, adding color to voxels. PerPixelPainting after create an UV mapping assigns 3D coordinates to a 3D mesh vertex for mapping 2D textures. UV mapping assigns 3D coordinates to a 3D mesh vertex for mapping 2D textures, every pixel on the 2D texture is represented as a point in 3D space. Painting is performed not over vertices but directly over pixels on the texture. Microvertex or displacement mapping is an alternative computer graphics technique in contrast to bump mapping, normal mapping, and parallax mapping, using a texture or height map to cause an effect where the actual geometric position of points over the textured surface are displaced, often along the local surface normal, according to the value the texture function evaluates to at each point on the surface. Ptex painting is one of the more amazing technologies, allowing you to paint extremely high-resolution textures on a per polygon basis, as well as completely bypassing all UV work – as it does not require any manual input for the creation of the UV maps. Ptex, in its current implementation, only supports quad polygons, no triangles or N-gons.
    https://www.artstation.com/artwork/49ZrEY
  3. you need to retopo and bake on Retopo room to export textures from paint room.
    https://www.artstation.com/artwork/Geoqbd
    https://www.artstation.com/artwork/29JqwY
    https://www.artstation.com/artwork/BXryaD
    https://www.artstation.com/artwork/n0nW01
  4. If you bake the normal map on substance, it looks ok ok substance and blender ?
  5. also it changes when you set it on preferences ?
  6. try exporting from paint room the default sphere with any default smart material. it is rendering as expected ?
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