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Posts posted by alvordr
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Hello. I bought 3D Coat primarily for it's ability to paint specularity directly on a model, as I can in Mudbox. However, even when I paint a section of a model with 100% specularity (found at the top of the viewport) and export the model to view it in 3ds Max, I find that the specularity just isn't showing up.
The only way I've been able to get this to work properly is to go into the paint layer blend in 3D Coat and set the specularity to say 50, but then the whole texture has that level of specularity.
I want to fine tune how specular various parts are on a model.
Do I need to simply have one layer for each area that is specular and set it's blending setting high?
If so, what's the point of setting specularity for the brush (found at the top of the viewport)?
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I learned a lot, as well. I would suggest putting your control tips at the very start, so that we can follow along. Thanks for taking the time and effort to put this together.
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I'm relatively new to 3D Coat, but realized as I'm trying to do a turntable or even paint my mesh, that the pivot point around which everything rotates is not centered on the object. Even when I go to the camera options on the top right of the viewport, I see an option to rotate around object center, but it doesn't appear to do anything. I tried to change the pivot point by mousing over the center of the object and pressing F, but that merely seems to change the pivot point to that place on the outside of the mesh, not it's true center.
Unless I'm missing something, there is no way to place the pivot point to it's true center, without going into some other program. I believe this would be a super helpful option to implement.
If there is already a way to do this, please assist. Thanks.
Exporting OBJ Files
in General 3DCoat
Posted
I'm able to export to OBJ and open in 3ds Max just fine. It may be just me, but I do seem to have problems with getting the specularity to work properly, however. Maybe check your import settings in C4D to see if there's a different way to get the OBJ into it more accurately. Keep in mind that displacement often "balloons" models, especially if they lack enough polys to support the deformation.