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MatCreator

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Everything posted by MatCreator

  1. worked as expected without a hitch after updating to .58 nice...
  2. 2 things i noticed, no big deal... using _rough as the suffix to a texture file name does not work, naming is ignored and the texture_rough creates a preset of its own. when creating a new folder by importing textures as such, last texture switches to flat view as opposed to smart material preview. im using .53, update manager crashes 3dc...
  3. made some progress after reading thru this thread and applying what was explained here to the workflow... setting the folder directory helped with being able to send to 3dc, but opening in original app created the fbx and textures, but the "get back" feature not working. im assuming the folder to receive from is not correct. all posts here claim anywhere is ok, but im not so sure and have no idea where i should have blender look for the updated file. its a nice feature -if- its working, but if not, i suppose the old skool export>import will have to do. to note, i created a new folder on my desktop to save the fbx and textures to. blender made this folder, and in 3dc on open in original app, the same folder directory set up in blender was there for the textures and object, however the textures were saved to the exchange folder. nothing seems to happen when i click the get back button in blender. also to note, if the exported fbx file is opened by regular means, either in blender or any other of my 3d apps, it doesnt even load with textures applied =/
  4. hey all. trying to use the applink for the first time, so im sure its something im doing wrong. blender 2.92.0, 3dc 2021.53 and applink version 4.9.34. i set the paths to the exchange folder and made a "Blender" folder within that that its set to use. in blender, if i send i notice that a fbx file is created, and a folder named "bake" where the textures go, but nothing gets "pushed" to 3dc, nothing happens. in 3dc, there is no option under the file menu to push items to blender. i can export as an applink file, but again, nothing is pushed into blender. i can send from blender, and import the generated file into 3dc, but thats not applink functionality, thats normal every day stuff we been doing since the dawn of time. i have no previous experience with the applink to speak of, but from the videos it seems like a quick and easy process, just not working on this end.
  5. Nice! You guys ROCK, I LOVE 3d Coat =) many, many thanks...
  6. makehuman isnt a bad choice either... i'm not really a blender user, but still would be nice to customize figures w/o having to go thru a 3rd app.
  7. i have to second the prospect of reallussion. it is amazing the workflow that character creator and zbrush have, and there is nothing more that i would like to have from 3d coat than that same exact functionality. push a figure to zbrush, morph and/or model over it, push back to character creator. the figure keeps the morphs, and the rigging goes straight to the clothing modeled over the character mesh. texture the model, and bake the maps out. i have zbrush and can do this already, but im becoming better with 3dcoat (faster than zbrush), the ui, the ease of use, the learning curve... i just upgraded, got all my presets working and in order... for 3d coat to handle cc3 figures with the same ease as zbrush, would be like Christmas, New Years and the 4th of July in one holiday. the process i use now is clunky chum with pickled beets. using an export doesnt work for cc3 (it does, but is also clumsy), so i have to go from cc3 to zbrush to 3dcoat back to zbrush and then finally in cc3. going straight from cc3 to 3dc and back has scaling issues, and you lose some functionality, not to mention its not as simple a process =/ make it happen and the reallusion and 3dc people will love you forever...
  8. Hello all. In earlier versions of 3d coat, we could make material preset folders by having the textures named like "_color", "_bump" and "_spec". We could select 1 file of a folder, and all textures would be used to generate a texture preset that uses the corresponding files. I try doing this now for smart materials, and a few things happen that I would like to know how to have more control over. 1. Youll see from the screen cap that using the old method the smart material comes in with camera view. Can we adjust it so that the textures load under the cube mapping option? 2. Second thing you notice is that even though I have my textures named color/bump/spec, 3d coat used the bump in the roughness. How can I get it to accept my "spec" as roughness? Has the naming system changed? 3. The preview is based on the view option, if you have a collection of textures youre converting (as in the old skool method of adding existing material folders), is there a way to change the settings for the "auto generate smart material" function?
  9. Get this guy a raise!!!!!!! MANY thanks =) That method also works in my 4.9.72, meaning the method of import has been wrong all along... Its not like i wasnt asking, LOL Again, many thanks, your efforts are immensely appreciated.
  10. I added the .31 version, but none of my saved .abr files worked. I've been testing the same files on my end (the brushes pointed out in the earlier post), because those were paid for and have been used in previous releases of 3d coat. I select the .abr file and wait, but nothing loads other than the usual default set of brushes.
  11. so if i upgrade to newest release, my brushes should work now?
  12. I do appreciate the investigation. I've no clue why, especially if my brushes worked in earlier versions of 3d coat.
  13. Still with newest version in demo/trial mode... I was really looking forward to this being fixed or addressed. Any news on this? Is it ALL .abr files, or just "some"... none of the ones I have tried have worked, but then again all of mine comes from the same guy. *** im not trying to plug for anyone, but rons brushes are seriously badass, and i highly recommend. Thats why I miss having access to them in 3dc =(
  14. same with new version as well. neither worked =/
  15. those brushes didnt work =( Ive used rons brushes in earlier versions, so if something has changed, its 3dcoat =/ should I install an earlier version to test? i know they worked, because before i submitted the original post, i had tested, but then you get that warning that youre using a bad copy/license of 3dc so i stopped investigating/experimenting. i do appreciate your efforts.
  16. im still using 4.9.72, havent tried yet with the new version... also, ive only been trying .abr files i get from from Daz, but none of them have worked.
  17. The complete install worked like a charm, 3dcoat back to normal, thanks on explaining that. that means the "problem" definitely was in the documents folder, because after the first uninstall the problem existed. remove the document folder and all is well. but id really like to get those quixel smart materials working, i actually came on saturday looking to invest in building up my library, and been stuck on this ever since =/ anyway, after the clean install i tried adding the quixel materials again... first shot, i did the manual install from the zips to a desired folder for the quixel mats. no slowdown, however in BOTH the preview and when applied they were "flat", no normals/bump/displacement applied as before. no broken material error prompts either. but as they didnt work, and i knew how to "fix" the slowdown, i set 3dcoat for autodetect, which it did (i believe my issue earlier was not pointing out the EXACT folder location), and proceeded to load the shaders in. the previews showed the expected bump, but when applied i got broken material error prompts, and no bump. this no bump issue wasnt noticed the other day, so at this point, im just sticking w/ my clean install and nevermind quixel for now, im DEEPLY disappointed =( maybe there is something wrong with how 3dcoat is reading the zip?!? also, we should be able to specify which folder imported shaders go into. they load in the default folder, and from what ie seen of the quixel shaders so far, if they get moved, they stop working?!? PBR scans store materials loaded in like a pro in a matter of moments, no issue, no problem.
  18. Having serious slow down issues ever since getting put on to quixel, so id like to do a full and complete cleaning of 3dcoat to install it fresh and new without issues. i already tried doing a regular uninstall, but it must leave fragments of information on the system. i want to remove EVERYTHING and start from scratch, hopefully regain my system back to 100% so what am i supposed to do other than a regular uninstallation? when i did that it, my saved materials list was still there, and other things i downloaded and added to 3dcoat where there when i opened the new installation. i want to remove it ALL. please help.
  19. thanks for responding... yes, latest version. the only folders i created are the one for the quixel stuff on my d drive (to download stuff from quixel) and the quixel folder i made in 3dcoat for the smart materials. with the autodetect, they went into the default folder, and thats when the choking system dilemma started. i moved the smart materials into the quixel folder, and then i got all these material broken errors. i had had enuff at that point, i uninstalled 3dcoat, reinstalled, and then added the assets via manual install to the quixel folder. system chokes on startup, is taking exponentially longer to calculate occlusion and curvature, and even after closing 3dcoat system lingers in choke mode for a while =( i read your response, and renamed the quixel folder oon my d drive, not sure if thats what you meant but yes, still chokes when i load 3dcoat.
  20. if youre using quixel stuff, please share your thoughts and stories. ive been going crazy over this..... so here is the full update. when i installed bridge and mixer, i set my download path to my D drive, and during the install it set up a complete directory for using quixel products. i imagine with my epic acct it gave me access to all these files/folders, in both the smartmaterial folder and surfaces folder. then, using bridge i downloaded the free textures (surfaces?), which only gives you the file folders, and does NOT install auto or otherwise into 3dcoat. i then downloaded from the site, and those were zip files, which 3dcoat does detect and install. you have to be precise in the folder selection, at first i had selected the downloaded folder instead of the surfaces folder, and it detects only after a restart. that said, what about all the other files/folders in my quixel directory? will 3dcoat be able to read those as well? i tried zipping the folders to see, but that doesnt work. even added the "_4K_surface_ms" to see, but no. imports as a flat shader with no textures. Short story, download from the site, and select the exact folder where the files are. also, if it autodetects, it should auto save into a desired folder. i had some trouble with them not working after being moved to another folder, and had to go thru the process all over. But my problem is this. The instant 3dcoat started the autodetect, it became seriously slow. i can understand being slow during the process of adding the hires textures, but even after that, 3dcoat has become extremely slow. it used to load up in about 5 seconds, now its taking between 3 to 5 minutes to start, and slow while working =/ is this normal and expected? ive only added 32 presets so far, will this get worse if i add more?!? 3 minute load time is crazy.
  21. And the PBR Scans store items work just fine...
  22. =( Ive read the posts here on the subject, set my path for autolocate, tried installing, tried zipping the folders, but mothing seems to be working?!? Latest update for 3DCoat, windows 10... Ive installed both mixer and bridge, logged in with my epic acct, i can see a nice library thats "supposedly" downloaded on my system, checked the folder on my system and can see all the various folders and files in them. But no reaction on 3DCoats end with preferences set as explained.
  23. sounds like you need a "robust" 3d program, and in reading the post, was wondering why youre having trouble in the first place. sounds like you want to render a complete scene, or :make a composition:. while 3dcoat is really awesome, youre still going to need something to render a complete scene, i dont think 3dcoat is suited for that. any full 3d program would allow you to import multiple objects to render out a scene. ill throw some at you, price low to high?!? blender, daz studio, vue? bryce, carrara, cinema4d, lightwave, maya, 3dsmax... there are tons more, but something along those lines is what you need if i understand correctly...
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