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Everything posted by Carlosan
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Black patches over normal mesh
Carlosan replied to Stumpytwig's topic in SOS! If you need urgent help for 3DCoat
Usually yes, from my experience. Black or Grey. -
Black patches over normal mesh
Carlosan replied to Stumpytwig's topic in SOS! If you need urgent help for 3DCoat
Try changing your sphere of influences values and bake again. your retopo have one ngon, is good to remove ngons before baking. -
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The main advantage of 32-bit maps is that you don’t need to enter a depth factor to producing an accurately displaced render. This means less effort for an even more accurate result. - Displacement This is a floating point value which is applied as a shift to the displacement amount. It defines the value of the displacement map that is considered to be zero displacement. This value can vary depending on how the displacement map has been generated. - Vector Encoding Floating Point Absolute (for floating point maps) or Signed Encoding (usually 8 bit maps, whose rgb is remapped to the (-1..1) range). - Vector Space Can be World, Object, Tangent. This is the coordinate space where the vector is applied.
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[Solved] Importing .3b files and vertex color layers
Carlosan replied to vertigo262's topic in General 3DCoat
Hi ! Could you try this ? First merge all vertex color layers into one. RMB over the mesh layer > Save the object as .3b Then in a new project import the mesh as .3b The vertex paint must remain -
This ? or use procedural paint BUT with freeze option, then come back to sculpt room and use extrude tool.
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[Solved] Turn off empty space viewport rotation ?
Carlosan replied to Beddall's topic in General 3DCoat
Hope this help -
[Solved] 4.7.14 - Axial Gizmo is invisible - any advice ?
Carlosan replied to lewis2e's topic in General 3DCoat
This problem was solved in the latest version. -
3D-Coat supports three different PBR workflows: Gloss/Color Specular Gloss/Metalness Roughness/Metalness If you are working PBR Metallic/Roughnes. Cinema Version: R17 -create a new material -open the material editor Base color, Normal, hight -feed the base color texture in the input in the color tab -do the same for bump and normal in their tabs The tricky part -delete the legacy specular layer -create a new GGX layer Specular: -feed the specular into the Layer Color texture input Glossiness: -under the roughness bracket create a colorizer -feed the glossiness map into the input -invert the map by changing the gradient to white and black GGX -change the GGX properties, highlighted yellow on the image. Tweak the roughness aswell Hope this will help you
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At import, Treat materials... is on or off ?
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Sorry delay Im testing the version 4.7.16 Surface Mode Tool Surface hide Make my selection, and then Geometry > Objet-ify hidden part, 3DCoat creates my part. Tthe options works as it should.
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Displacement maps as textures for 3D printing?
Carlosan replied to ChickenNuggets's topic in General 3DCoat
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Bump and displacement maps affect the surface of objects, by raising and lowering portions of a model from a texture. In this video we explore how these maps work.
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This tutorial covers the basics of texture unwrapping, otherwise known as UV mapping, the process of wrapping a 2d texture image onto a 3d object.
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[Solved] 4.7.14 - Axial Gizmo is invisible - any advice ?
Carlosan replied to lewis2e's topic in General 3DCoat
I can replicate the same issue. Bug reported. Ty ! -
Can you send me the mesh by PM ? If you model have UVset the procedure is as follow:
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Losing UV's on Import when repair a 3D scanned model
Carlosan replied to CMPharis's topic in General 3DCoat
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Losing UV's on Import when repair a 3D scanned model
Carlosan replied to CMPharis's topic in General 3DCoat
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Check out this thread: http://3dcoat.com/forum/index.php?showtopic=19089 it's a bit of a read, but should help you.
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3D-Coat supports three different PBR workflows: Gloss/Color Specular Gloss/Metalness Roughness/Metalness Which workflow are you using ?