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About kirkl

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  1. So we could load all udim tiles at once when we do Textures>Import>color/albedo or displacement ones. It's very annoying to import them manually especially in some non standard order they appear in the UV set list. I bet it's just a simple script or something. 3dcoat wouldn't cope with more than 10 tiles anyway so hope it wouldn't be too complex to load An ability to paint across UV tiles, more convenient projective painting and alternating brush dabs are the reasons I returned back to 3d coat from Substance Painter. Lets do those advantages truly useful. As for projective painting would be nice to borrow an idea of saved projections/projecting cameras from MAri. I constantly shift off accidentally from carefully matching image against a model. Would be nice to have same MAri feature here
  2. That feature only sync color layers, not the depth ones. So wouldn't help anything. And I need it on UDIM unwrapped mesh across the UV tiles. If it would be working somehow in screen space transferring screen content to say Zbrush 2,5d layers which are fully capable of correct "Max" depth blending it would be nice indeed. But why not just fix this in 3d coat. I guess it might make brush performance slow so let it be frame transfer only or working for locally on current layer only before "apply" button.
  3. Would be nice to have this issue fixed . I mean color(green) mismatching/ignoring resulting depth blending. It's a just a few extra calculations really. Should be simple like 2x2. I ask about it for a decade already. Same with layers blending. Common. it's possible to do right even in Photoshop.
  4. Would be nice if the clone tool would be working similar way the "patch" one does in Photoshop. I mean by adapting colors hue and intensity to surrounding pixels. Would be nice if it does the same with depth pixels too. The simple clone looks so outdated noways. I don't know how they did this but I have never used "clone " since. There is even better "patch" in Affinity Photo. Let it be Transform/copy maybe or a special tool option. Would be especially helpful to fix depth channel errors since simple eraser or height adjustment don't work very nicely for surface depth . I wish we would have more advanced pixel based depth tools so we could do sculpting and painting in a same process. I had that dream since my first 3dcoat experience. Sadly it never worked well enough. That self adapting mode could change everything. Might be true "blend" mode. The current one is hardly different from typical "add"
  5. kirkl

    Material panel? Project painting?

    Thank you Carlosan
  6. kirkl

    Material panel? Project painting?

    So what's a replacement, How am I supposed to paint/project a photo on 3d object? Like an eye in the video?
  7. I have license but misplaced exe somewhere. I just don't understand anything in the current version
  8. kirkl

    Material panel? Project painting?

    I can't find that "material" panel in 3d coat (from last video). Only " smart material"
  9. Where old Material panel gone? I see Smart Material now but want just project paint a photo onto an UDIM model . How can I do so now?
  10. kirkl

    Sandbox Tiling Engine

    My guess the reason why it's not so easy to do is because 3dcoat brushes basically spray pixels and rasterizes every brush stroke into a texture pixel dimensions or voxel ones. While it should work more like vector image editor, Illustrator for example, where every brush stroke is an object that could be instantly instanced to necessary offset position. Moreover with such floating vector objects beneath, splines and feathered vector shapes with bitmap fill, you could change final resolution anytime and what's more important re-shape and re-compose the image. An ability to re-compose a tiling texture manually to less visually repeating flow of low frequency details without hi-passing them out altogether is what allows to make a truly natural and good looking surface. It's what you can't do in Substance Designer where your only option is Random Seed it many times till suddenly it looks more or less ok if you have a luck. But regularly any texture done there with some prominent rock or just any big details looks cool at close advertising shot but in real 3d scene it's often repeating like hell, up to epilepsy seizure. So we still don't have a truly convenient tool for tiling textures, non-destructive and manually adjustable. Surprisingly Substance Designer predecessor Map Zone had such ability but they killed the feature because "it was making things slower". Adobe Illustrator could be a perfect tool too if they would support 16 bit depth blending like Max + Subtract in between objects but I bet this will never happen. Adobe looks like shifting away from CG pro users toward mass market of casual photographers and web designers .
  11. kirkl

    Vector tools

    Would be cool to have a few floating vector objects in the layer stack to which we could apply smart materials , feather edges, scale and move around like Photoshop layer/ smart object, re-scale and edit the filling smart material any time etc. Same for Spline Paint tool . Would be cool if it stays vector so we could tweak it any time. Not just rasterizing itself into texels once and for good. All this with ability to do proper height blend /Zcombine/ deep pixel composing in between such objects or whatever other soft may call it. Would give 3d coat more non-destructive taste. Could be an essential advantage over Mari and Substance Painter even if it would be a bit slow Perhaps working only for flat plane/ tileable texture where re-composing/re-scaling objects and curves manually is an essential necessity to reach non-repeating impression . Would be a truly unique feature and very refreshing over never looking right Substance Designer robotic "make it tile" and other nodes. I am sick of nodes already I could do all this in Photoshop probably plus it has a cool auto adapting patch tool but it's so terribly inconvenient there with all those Layer comps instead of simply texture channels, gazillion clipping groups and chain links to keep things together. 3d coat seems so right and just a couple steps off from being a perfect material compositing tool . Would love to see a specific 2d flat mode too for tiling textures.
  12. Whenever I try to import roughness channel into 3d coat I get noting even remotely close to what it should be looking like. Then if I Import same texture set into "PBR material" preset it's again looks totally different. What is the right procedure ? When I import just gray-scale single channel files it still asks me what channel ? Should I invert the roughness to turn it into glossiness ? I hate Substance Painter and prefer 3d coat so much but I get instant almost identical look there without any troubles
  13. kirkl

    smart material appearance

    I think I figure out the reason . It depends on curvature map which is depending a lot on geometry topology and there is nothing to do with it
  14. kirkl

    smart material appearance

    Why I get completely different material appearance on slightly different object? What input into that? Can I copy/paste layers in-between materials somehow?