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Javis

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Posts posted by Javis

  1. It's hard to say exactly without seeing your settings on the top bar and the material you're using. I would say to double check all of your settings, make sure they are turned up and turned on. Also double check the material settings to see that those channels are not set to 0, the same goes for the layers you're painting on, check to make sure you have those channels higher than 0 as well.

  2. Hi!

    The obj format didn't retain any kind of parenting information.

    If you want to keep your hierarchical structure, the best option is to export only the texture maps from 3DC and apply those in your DCC.

    If you did any UV mapping in 3DC, this won't be an option unless you replace each objects meshes with the updated ones from 3DC.

    Sent from my SM-G900P using Tapatalk

  3. On 9/18/2016 at 7:51 PM, Michaelgdrs said:

    On paint room each time we open 3D Coat the opacity value is different.

    Sometimes 60 , 90 , 93 etc etc 

     

    Just painted a hard asset with 93 opacity and now i must re do it.

    Can we please fix the value to be always 100%?

     

    Thank you in advance

    I find that depth does the same thing. It's always at some random setting I never set it at when I boot up the program.

    • Like 1
  4. 2 hours ago, ghib said:

    For me in version 4.7.10 the Normalmap layer does NOT respect Clip Mask Layer options.   Has this always been the case or just with this latest version.  

     

    I've never actually tried to do any Clip Masking on the NormalMap layers before so I have no frame of reference.  Too busy at the moment to install and try a different version.

     

    I don't know about imported normals, I haven't done that in a while, it did used to work if it's not working now.

     

    But for newly created depth layers, it does work for me in 4.7.10 on windoze. I'm using the feature on a project right now, and just in case, I tested in a new scene. It's working without a hitch over here. Just to be sure,  are you using the color channel to mask depth?

  5. I've been working on a car from Mad Max, the War Boys "Elvis". I've got quite a bit of a done already, and posting it on The Foundry forums, now that I'm using 3DC for some of the assets, here we are. :) I'll try to update this thread when I update the TF thread as well.

    All modeling done in Modo, except for the seats, which I sculpted in 3DC. Retopologized and baked the normal map in Modo.

    I'm pretty much done modeling the engine, the body and interior. I am now moving on to the .50 cal..

    Mad Max - Elvis - Interior WIP09.jpg

    • Like 3
  6. On 9/9/2016 at 8:07 AM, Mayorc said:

    Actually that's a possibility ,but a very limited one and limited to the point of view of Game developer, which in their engine tend to use bump(rare) or normal or displacement(very rare), not all of them at once.

    Also it will not help definitively in the workflow I mentioned above (expecially if working with photogrammetry), using 3 maps at the same time gives maximum flexibility on large scale, medium scale, micro scale features, while keeping the polycount in the right compromise for 3d rendering applications (maya, 3dsmax, modo, c4d, lw...) (not game engines).
    That's why it would be great to paint all of them at once. In the beginning it could simply add an extra layer to paint all of them at once.
    But it would definitely need a subdivision surface algorithm (opensubdiv/catmull clark) integration in the PBR painting mode later on.
    This could slowdown the viewport so it should not be on by default but enabled at press of a button (both displacement and subdivisions), and selectable like the three top buttons.

    Example:

    57d2cfdd1b104.png 

    Hey there.

     

    Yep, that's exactly how it works (paint all 3 depth types, as well as using a CC subdividing algorithm if you use MV mode), right now. You paint all available types of depth, and then you choose which ones you want to export and use. It doesn't get much better than that. It just doesn't have an icon for each of those channels independently, and it doesn't need it.

     

    Cheers.

  7. Hey! No problem. I totally hear you. :) We'll break it down.

     

    For your Unreal preset question, I was meaning the Unreal preset from the Export Options panel, which pops up when you go to File>Export Objects & Textures. On the left side of the panel is a drop down list, in this list, select Unreal 4. It'll populate a list with all of the images you could need for UE4.

    For the normal mapping preset, Unreal Engine is fine as well.

    For the Texture Export/Import workflow, use Roughness/Metalness, although Gloss/Metalness is fine too. They are the same as each other, just inverted.

    For your exporting of pieces, If you want to export each section individually, it would be different. I would stick with the whole thing for the mean time IMHO, but if you need help with that, let me know. Otherwise when you do export, yes, that is the method you would use.

    And no worries! animation is fun as hell too. I did a few webinar courses from Jason Ryan, I had a lot of fun and enjoy animating. I just don't have time to do it these days. Do you animate as your day job?

     

    And welcome to the other side of the coin! :brush: Glad to have you here.

  8. Hi, welcome to the forum!

    I would start by exporting from 3DC with the Unreal preset. Then in Modo, in the shader tree, create an Unreal Material in your material groups (instead of the regular Modo material). Apply the color/albedo texture in the same group as Unreal Base Color, normal map as Unreal Normal, roughness as Unreal Roughness and the metalness texture as Unreal Metallic.

    Make sure you have the unreal material at the bottom, just like with regular materials. It should look like this:

    Group
        Color/albedo texture>Base color
        Normal map>Unreal normal
        Roughness map>Unreal Roughness
        Metalness map>Unreal metallic
        Unreal material

    That should do the trick.

  9. The issue I'm finding lately, is that even with layer 0 off, there is no transparency in the layer(s) that are exported. Sure, there's an alpha channel, but like geo_n and I have been harping on (and will forever do until the end of time, or until it's implemented), is that the alpha needs to be in the transparency channel, too. It's crucial really to dealing with lots of textures, lots of objects. Each time you need to create a new transparency channel, for each layer, and then paste the alpha channel into the transparency channel, check it to make sure it didn't leave any wacky edges and then save.

    It should just save the alpha into the trans channel, export from 3DC, done.

    • Like 2
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