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About kirkl

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  1. kirkl

    Material panel? Project painting?

    Thank you Carlosan
  2. 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?
  3. I have license but misplaced exe somewhere. I just don't understand anything in the current version
  4. kirkl

    Material panel? Project painting?

    I can't find that "material" panel in 3d coat (from last video). Only " smart material"
  5. 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?
  6. 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 .
  7. 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.
  8. 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
  9. 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
  10. 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?
  11. Current transform gizmo has a huge and annoying drawback. Its transform center is always and only in the center of material texture. It turns precise positioning of projected picture /material into a huge pain in the a.. Especially being accustomed to scale from a randomly placed center in Photoshop(by digits only), Zbrush, Fusion, any vector soft etc. So for example if I want to paint a window from some render or photo I first have to crop source file the way a corner of the window would be in precise center of a file. Only that way I could scale precisely from that corner . If the source file is big enough and the detail I want to project is far from image center the positioning it on the screen/model turns into a pure torture. Not sure if placing the center of transform randomly is a huge problem or not. I am asking for that feature for many years already, long before the transform gizmo appeared. But it's a main reason I still rather use Zbrush for texture painting than 3d coat.
  12. kirkl

    passes in render room

    oh, probably should try it