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About kirkl

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  1. 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 .
  2. 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.
  3. 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
  4. 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
  5. 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?
  6. 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.
  7. kirkl

    passes in render room

    oh, probably should try it
  8. kirkl

    passes in render room

    That Trello thing makes me problems . Reset password is not working there and I am already out of available e-mails. Need to sign up again each time
  9. kirkl

    [SOLVED] how to make overlapping UVs unique ?

    Problem is I already have almost perfect "straight" unwrap for such things like rails and curved pipes comes from just how I model them. "Unwrap" button will turn them into bent zigzagged islands . In fact I need only pack and auto scale. Looks like it's not fbx dependent . In comes the same from obj also
  10. kirkl

    [SOLVED] how to make overlapping UVs unique ?

    https://www.dropbox.com/s/jd6uombrlrimznm/temp.fbx?dl=0 Here is cubes example. Sorry, I can't share my work model without permission. But I guess if you could make it working for cubes sides I would use the same solution for anything. ps, Actually I like how auto packers work in 3d coat. Much quicker than anywhere else I know of. Too bad they can't separate instances
  11. kirkl

    [SOLVED] how to make overlapping UVs unique ?

    Yes I am working in current UV set ( the only one that exists :defaultMat) The object is a few instanced armco rails that had its own original flat front projected unwrap originally. Now I want to make front, backside and edges of each instanced rail having its own unique UV space. First 3 buttons do not anything at all. "Auto scale" separates front and backside and multiple edge segments too. But still every object that was an instance of each other in modelling soft have their corresponding UV parts overlapped and nothing separates them until I shift them a bit manually. It's not a problem for a few things , but once you have a huge amount of initially instanced small objects like bolts for example , it turns to be virtually impossible. I hoped shuffle button should do what I want but in fact it doesn't work at all ps. to be precise Auto packs do place uv islands another way sometimes, but not separate overlapping ones at all. Just tried it with a few simple instanced cubes. No way 3d coat could make them unique in UV space
  12. kirkl

    [SOLVED] how to make overlapping UVs unique ?

    How can I use them? From what I read it does something opposite of what I want. I need not to put one island over another but rather put them in each own place
  13. I have a group of already nicely unwrapped objects with UVs sharing exactly same place. How can I pack them automatically into each having unique space? Whatever pack button I push nothing changes.