Jump to content
3DCoat Forums

simmsimaging

Advanced Member
  • Posts

    225
  • Joined

  • Last visited

Posts posted by simmsimaging

  1. I don't know if you are painting your spec maps "live" (in the Paint Room), or elsewhere, but the level of specularity can be "toned down" by lowering the "Specularity" slider, when painting "live" - and it seems pretty effective, to me.

    It's "What you see is what you get", for me.

    If you try it out, and look at the exported "Specular map" - it consists of all kinds of levels of grey - from white all the way to black - so I'm not sure what you are referring to.

    If all you want to paint is specular highlights, turn off the "Depth and Color" icons (an "X" will appear through them).

    Greg Smith

    Yep, I'm trying to paint live in the Paint Room, but the Spec can only seem to be toned down from white to nothing, but I cannot go back in and paint black etc. It's either white or nothing, unless I am using a Material that has an image map in the Spec slot, in which case it will paint that texture in.

    I am definitely only painting Spec to test it (depth and color are off) and I am looking at the spec channel only.

    Is there a way to go in and paint black (or any colour for that matter) back into the spec channel ? Nothing works (i.e changing the paint colour to black only affects the colour channel, spec is still white). This all applies to depth too btw!

    b

  2. I am pretty sure this came up before but couldn't find an answer: Why can we only paint white into a spec map? It's not a very useful channel if we can't texture it with shades of grey like the colour channel. Generally I just have to create a new colour layer and paint a spec map as a separate thing, but it would be nice to be able to set the spec colour separate from the brush colour and hit that at the same time.

    Even just to be able to go back in and paint in some grey/black to tone down specularity would be useful.

    Am I missing something?

    b

  3. That Triangle painting is handy! Never saw that before - thanks for the tip!

    I am aware of the 2D route, and that is how I usually go back and fix things up, but it is still creating a lot of unnecessary work for me and would rather avoid it. I will check that link out too - thanks for that as well.

    b

    I checked the vid - it doesn't really apply to this issue unfortunately, but it's a cool fix in the program :)

    I have tried several times now with Fade on Edge off and on and it makes zero difference in this file. Is it possible this function is broken in the latest build?

    b

  4. Check the video out by Taros (Paint over mesh borders)

    It also helps with your problem...

    Scroll to bottom of the page.

    http://3dcoat.blogsp...0&max-results=7

    Also you can open up the Texture UV Editor under the Textures menu and paint directly on the flat 2D UV map... B)

    Plus in the effects panel you can use the triangle brush (last one on the right) to paint directly on just the individual polygons of the mesh, great for nice clean base coating.

    That Triangle painting is handy! Never saw that before - thanks for the tip!

    I am aware of the 2D route, and that is how I usually go back and fix things up, but it is still creating a lot of unnecessary work for me and would rather avoid it. I will check that link out too - thanks for that as well.

    b

  5. I have always had this issue painting in 3DC: painting on a surface (like a cube for example) and getting near the edge always creates a stretched out overspray down the other (90 degree angled) sides of the shape. It's almost impossible to avoid in 3DC, for me anyway. This is taken care of in Zbrush via the brush controls that prevent spraying over edges or beyond certain surface angles etc, but I cannot figure out how to prevent it in 3DC. It makes it very hard to paint details on edges of things without messing up their surface, and vice-versa. Is there some kind of control that I'm missing? It's gotta be there somewhere....

    Thanks /b

  6. Lots of requests in our studio for a layer mask feature. The more features of the PSD format, that can make it into 3D Coat from photoshop, the better. Right now, most people here are using it to generate new layers that get added into Photoshop.

    But that and multi-monitor support are our biggest requests.

    +1

    Straightforward 2D layer masking would be huge. Once that is in place support for existing layer masks in PSD files would be helpful too. It is annoying to always have to save off copies in Photoshop to maintain masks when going back and forth between 3DC and PS.

    I'm not convinced that 3D masks are needed, but it would certainly be cool if we could have 3D objects that act as friskets - something we could move around relative to the object and that "block" paint. It would really make texture painting in 3D feel more like "real" painting/airbrushing. Could be cool, but not sure how useful it would really be :)

  7. Lots of requests in our studio for a layer mask feature. The more features of the PSD format, that can make it into 3D Coat from photoshop, the better. Right now, most people here are using it to generate new layers that get added into Photoshop.

    But that and multi-monitor support are our biggest requests.

    +1

    Straightforward 2D layer masking would be huge. Once that is in place support for existing layer masks in PSD files would be helpful too. It is annoying to always have to save off copies in Photoshop to maintain masks when going back and forth between 3DC and PS.

    I'm not convinced that 3D masks are needed, but it would certainly be cool if we could have 3D objects that act as friskets - something we could move around relative to the object and that "block" paint. It would really make texture painting in 3D feel more like "real" painting/airbrushing. Could be cool, but not sure how useful it would really be :)

  8. I want the ability to move the whole layer around rather than part of it, and that could be done in the UV editor - that's what I figured it would have to be. The copy tool seems to always do a projection which means the image gets interpolated every time, and that is a problem for maintaining crisp detail. If the layer was moveable, like in Photoshop, then a small decal on a layer could be moved around and adjusted endlessly and without detail loss. Of course if it is scaled etc then there would be interpolation.

    Just picture having a logo on a layer of a texture on a box. If you need to reposition the logo it is very easy to just move the layer around to do it. At this point I just go to Photoshop and move it there, but it would be much better to have it be interactively viewable on the model so you could position it with less guesswork.

    Does that clarify?

    b

    bumping this thread: any thoughts on implementing something like this?

  9. How can you transform whole texture if it is over the model?

    But you can transform parts or even whole set in Texture UV editor.

    I want the ability to move the whole layer around rather than part of it, and that could be done in the UV editor - that's what I figured it would have to be. The copy tool seems to always do a projection which means the image gets interpolated every time, and that is a problem for maintaining crisp detail. If the layer was moveable, like in Photoshop, then a small decal on a layer could be moved around and adjusted endlessly and without detail loss. Of course if it is scaled etc then there would be interpolation.

    Just picture having a logo on a layer of a texture on a box. If you need to reposition the logo it is very easy to just move the layer around to do it. At this point I just go to Photoshop and move it there, but it would be much better to have it be interactively viewable on the model so you could position it with less guesswork.

    Does that clarify?

    b

  10. The Panel controls when loading a Material should at least get you half way there...

    You can rotate, scale and also shear and Smudge an Image-Template before you draw it on your 3D-Object.

    While this effect does not get stored in Layer one can Save and Load the Distortion from this Panel.

    The distort tool is interesting (hadn't seen that before), but really doesn't deal with this problem. Skew/rotate etc are good, and if this was a flat box or something I could definitely get something in the right vein, but it won't help with curved geometry. As well, these tools are great for the first round, but if we need to adjust it later you have to do it all again, and it's not easily reproducible. For me, clients are always asking me to change stuff and then go back and forth on it, so something more flexible and repeatable is essential. For now the only way to do it "right" is with photoshop unfortunately.

    Thanks for the idea though.

    b

  11. Thanks. I will give the material route a try. It's not ideal, hopefully a more "simple" transform tool could be worked out. I'm actually surprised the request doesn't come up more often.

    Appreciate the help!

    Brett

    I didn't think that through welll enough: in most cases this would be okay, but I'm wrapping artwork around a can, and it needs to follow the UV's and contour around the can, which won't work with a material projection. I need to basically adjust the size/position in UV space, but seeing it live on the can will make it infinitely faster and more accurate.

    Sounds like I'm hooped without going back and forth with Photoshop.

    /b

  12. You can export the layer (in question) as an image file, then add that file to your materials pallet and transform till your heart's content > paint that back onto your model. Any material you use can be scaled, rotated, distorted (like Photoshop's Liquify tool), etc.

    I find that sometimes many feature requests already exist in some form already in 3DC...we just haven't yet discovered them. For example, I remember asking for the ability to extrude edges tool, and also an "EXTRUDE" tool such as that in Maya (its called the INSET tool in 3ds Max). I never heard anything back from the request, but recently I stumbled upon them in the Retopo Room, hidden away (context-sensitive). You have to be in the Selection tool and once you are in EDGES mode, there they are at the bottom of the toolbar.

    You can also interactively move an image (logo) along a spline...all kinds of options, but maybe not functioning quite the way you're asking. Doesn't mean it's not worth a feature request, but try some of those tools and see if it isn't close to what you're asking for.

    Thanks. I will give the material route a try. It's not ideal, hopefully a more "simple" transform tool could be worked out. I'm actually surprised the request doesn't come up more often.

    Appreciate the help!

    Brett

  13. I think this has been asked about before but searching did not turn up an answer:

    I really miss the ability to free transform entire layers when creating texture maps. It's especially useful for positioning things like decals in 3D space. I know I can ship the layered map over to Photoshop but then I lose that 3D positioning potential.

    Is there a way to free-transform image layers that I have missed? I specifically mean existing images, not the image pasting tool that lets you adjust on import, and I don't want the select/transform tool because that only grabs part of the image - it's the whole layer I'm after.

    Thanks in advance for any tips!

    b

  14. Congrats on the update Andrew - just d-loaded 3.3 and it looks great.

    I haven't been using 3DC of much late (no call for texture painting on recent stuff) but was having a play with Ptex again. I am not clear on how I can paint using Ptex mode and export to "normal" textures. If I import a model for ptex painting I don't seem to get the UV set on the model, and when I export the texture (texture\export\diffuse map) I can only choose among the ptex sets.

    What is the workflow for doing this so I can paint with Ptex but end up with maps renderable in Vray etc.?

    Thanks in advance /b

  15. I'm trying to paint some 16bit and 32bit displacement maps using 3dCoat (manually painting a "color" map to use in Max for displacement). 3DC keeps converting things to 8bit colour space though. Is there a way to work with either 16 or 32 bit in 3DC? If not are there plans to support that?

    Thanks /b

  16. Would anyone else like to see masks per layer with a thumbnail in each layer, just like in Photoshop. I paint on those masks all the time in PS...and it's something I really miss in 3DC. For one thing, it maintains a non-destructive workflow. When all you have in 3DC is the Eraser, it is very limiting and primitive. Just wondered if anyone thought about this too.

    Definitely. Layer masking is a major requirement, especially for moving files back and forth with Photoshop. I had assumed it was already in the pipeline, but if not then pls do add it as a wishlist item.

    b

  17. +1 completely agree.

    Thumbnails for the layers in the paint room would save me a lot of time, and is a basic feature that is just assumed to be in a modern painting app IMO.

    +1 Painting is good, but navigation of layers ( and sub-objects) is still cumbersome. I also appreciate the scope of what Andrew is trying to do, but I agree that some core features need to be solidified before adding too much in.

    Just my POV.

    b

  18. Hey Brett. :)

    It seems your feature request was put in rather quickly! :D

    Just kidding, this is already in 3DC ATM. It should be on the top bar (near radius, etc), called "Falloff", you can adjust it from 0-100%.

    Thanks Javis -

    :) I hadn't really seen that before, thanks. Having played with it maybe I can change my request to be a tweak of this function?

    It's not totally obvious that it will accept values higher than 100 (the slider stops at 100, but you can punch in higher values numerically) and it's necessary to go more like 400-500% to get a really small brush. 100% falloff is really about 50% of the brush size. When at >100% values the brush starts to get a bit jumpy though, like the spacing is too high, so it's of limited use. Also be nice to have control of the transition edge.

    Maybe this function could be improved/tightened up, although I understand it's not a priority.

    Thanks /b

×
×
  • Create New...