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Posts posted by Malo
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Everything is setup correctly?
Color enabled, correct layer, opacity, layer opacity and so on?
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Looks like Rapid2 Tool (Clay Preset) in Surface Mode is broken.
Could anybody confirm that please?
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For anybody who is interested, about the PPP and UV Change Bug.
http://3dcoat.com/mantis/view.php?id=2105
After several test, i found the problem.
As long as you did not klick on "Apply UV-Set" in the UV-Room, everything works as it should.Simple switch to Paint-Room after your changes, and you could work without problems.
Still looks like there is something wrong, but now i have a workaround.
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Thanks carlosan
Thanks Dave
I have my old 4.5.Beta15 here to work with.
Sadly but true to switch nearly 20 Versions back.
@Tony
I ask me the same as Dave?
If you are refering to my post, maybe you are not realy informed about the workflow if you start with PPP.
Maybe you should read my posting again, to understand it a little bit better.
Anyway.
Mantis report is open if somebody want to confirm it, or run into the same problem.
http://3dcoat.com/mantis/view.php?id=2105
@Andrew
Please fix that as soon as possible.
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Got a Bug in the old Beta of 4.5.25 testetd the new Beta 4.5.33 and the bug is still there.
Looks like an old Bug that have not been reported so far.
Tested with my old Beta15, and there is no BUG
If i import an object for PPP on the splashscreen and if i change the UVs.
I am no longer to paint depth on the object, Diffuse, Roughness and Metallness works fine so far.
Step to reproduce.
1. Start with PPP and import your Modell.
2. Switch to UV-Room and change your uvs.
3. Klick on Apply, very important, without that it wont be changed.
4. Switch to Paint-Room klick on OK for to complede the new UVs.
5. Paint with Depth and it wont works.
On a new imported modell without changing UVs, pinting with Depth works fine.
Could anybody confirm that, please.
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I have not test the new Beta.
But in all your images, it looks like the metal color is gone.
Maybe Andrew use the AlbedoColormap from Glossy/Spec to render but still uses the Metal/Rough values, and that wont works.
Because MetalColor is stored in Specularmap.
Just my 2 Cents
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Me too. I see no way to change the resolution befor baking.
Yes, maybe Andrew should give us an option where we could use a non-square uvspace.
Many thanks for your time.
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Thanks
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Many thanks for the feedback.
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Something new from me.
A lowpoly machete for the game Broken Hearts.Take look at this if you are interrested. It is in german.
Compled workflow in 3d coat and Substance Painter.
Have fun
CheersMalo
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Thanks for the reply.
To be clear, i have done that with a better model as a simple sphere.
Basic head with some details.
Simple retopo with autopo.
Easy UVs and seams with autoseams.
I know, they looks ugly.
My UVs
My Baking options -> This is where i could choose the resoulution of my UV space the first time. That is too LATE
My UVs after baking -> They are streched.
Paint Room looks fine -> Yes
Switched ti UV Room to fix that strechting. I did a new unwrap.
After apply the new UV set i get this
Visible seams and uvs are disorted.
This sucks if you want to use a non square uv space.
I know, i should not reunwrap the model because i get this result after that in the paint room.
I should only use UVpack2 but that dont fix the stretching on the uv islands.
And with that stretching, we are not able to work nicely on an external editor.
We have to change the resolution, befor baking.
What are your thoughts?
How to work with non a Square UVSpace and avoid stretching.
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Hello at all.
Little question. As the Tipoc says, is there a way to work in the Retopo Room with a non Square uvspace.
As far as i see there is only 512x512, 1024x1024 or something like this.
But how could i use 512x1024 or 1024x2048 ?
Yes, after baking i could change the Resolution, but that bring only some disortions.
I have to redo the UVs in the UV Room. But then i lost my Normalmap, if i use something different then UVPack2.
Any ideas?
Chees Malo.
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Some tests from me.
Substance Painter
3d Coat
Blender Simple PBR
Blender Daniel
Original textures are created with Substance Painter but this only for the reason why i have an image from Painter here.
As i see, Painter and 3d Coat have some little differences.It looks a littlebit brighter, maybe the Expose Vaule are different calculated.
Anyway.
Next are PBRSimple and the new one from Daniel.
Booth looks different as in 3d coat and Painter. SimplePBR have nice colors, but Daniel ones have nice metallic.
But i think Daniel ones darken thes colors to much.
I think SimplePBR works better overall.
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Yes you could use a Wacom and a 3d mouse.
I use a Wacom Bamboo and 3d Connexion Spacenavigator without problems.
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I know. I have created long time ago a feature request but nothing happens since there.
Its nearly a year now.
http://3dcoat.com/forum/index.php?showtopic=17291
Anyway. Take a look into link and Video and feel free to add your +1 in Mantis and Trello.
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Danke Taros
Ja, das mit dem Ton ist mir auch aufgefallen. Habs im nachhinein nochmal erhöht, aber da war die Grundaufnahme schon zu leise.
Werde das nächste mal besser darauf achten.
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Many Thanks.
Yes, this is a very easy way to setup your material IDs.
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Thanks Digman
Yes, i like this workflow a lot.
Fill Layers in Painter are such a great addition. I wish we could have something like that in 3d coat.
It helps a lot to be work in a non destructiv workflow.
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Texturieren einer Waffe in 3D Coat und Substance Painter
Hier zeige ich euch wie man ein Modell vorbereitet um es später im Substance Painter fertig zu texturieren.
Viel Spaß beim anschauen.
Gruß
Malo
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Thanks.
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Same here.
Looks like all the sublayers causing that problem or it is a very long calculation bevor the task start,
For you
1. Create a new Layer in Voxel.
2. Subdivide it one or two times.
3. Rightclick on the layer.
4. Klick on Merge Visible
5. Run on that layer autopo with Symetrie on.
6. Done, You have your retopo.
After that you could delete that new created Layer and bake from your original object.
There is no loss of your details in that way.
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Malo_Steampunk Vehicle
in Official Contest
Posted · Edited by Malo
I am in.
Cool to see a contest from Pilgway.
The first one i ever see. Hope to see more of them in the future.
As far as i could tell you, i will start in Blender Polymodelling and make UVs and Painting in 3d Coat.
Time to search some inspirations.
We read us.
Cheers,
Malo