-
Posts
143 -
Joined
-
Last visited
Content Type
Forums
Calendar
Gallery
Posts posted by thinkinmonkey
-
-
-
I just made a video and it's processing on Youtube right now, so i'll put the link as soos as it will be available.
I hope you'll tell me what you think about it.
Cheers
-
Yeap, that was my intention. Just the time to finish something about the vase.
-
Mmm... ok.
Thank you for AwesomeBump, I didn't know it.
Anyway, I found a nice solution, but it's a "bit complex" and using only 3DCoat, it would be fine to have it with less steps.
How does it work to ask for features?
-
Hello,
is it possible to convert the diffuse texture to depth/normal map?I mean, if you have a look to the picure, you will see only the diffuse I just created from different angles photos, now it's time to put some life in it!
I would like to know if I can convert the diffuse to normal map without leaving 3DCoat, so I can paint normal map, metalness and roughness in 3DCoat.Thank you in advance.
-
Hello,
is it possible to project a stencil in "UV-Mapping mode" but without the tiling all over the object?
I need to project a texture exactly and "From camera" is not helpful this time.
Thank you.
P.S. And positioning the projection seems a bit tricky, not so immediate like the "From camera" mode
-
Digman,
thank you
-
ajz3d,
I checked what you said, but everything seems normal to me.
But now I don't know what to say, because the texture is working right now: I switched to depth & opacity pressure stroke mode and modified the contrast in the sm as you have done and the problem seems gone now.
I'll check with the final texture and I'll let you know.
For the moment, thank you, guys.
Good night
-
-
ajz3d, I tried what you were saying, about luminance/height 0 with color 0.5, but I have the same problem:
-
20 minutes ago, ajz3d said:Sorry, ajz3d, I'm doing so many tests, I attached the wrong files.This is the right file!
-
1 hour ago, ajz3d said:
No need to use normal map for this. Export height from SD in .exr format and use it as height in your Smart Material.
Hi ajz3d,
ok, as Andrew answered me: no normal map, but height map.
So I changed everything in Designer to work with that.
Now, I have a question, for sake of curiosity: why I have strange result if I put 100% in the depth value and I get a good result if I use 5%?
I mean, 100% should be using the height map as it is, and putting that value up or down should just enhance or dim the result, right? -
Yeap, exactly!
I was sending you a screenshot where it didn't work even with your no_alpha normal map in the smart material, but it works flawlessly if imported as you suggest.Anyway, I'm gonna write Andrew right now.
Carlos, thank you again for your time.
Michele
P.S. If I could, why did you take out the alpha channel in the normal map? There's a particular reason?
-
orizzontale_mask is a layer used for the group as mask, switching on/off doesn't affect the bad result.
Anyway, I tried with a new 3DC, using the face model at the startup, duplicating a smart material in default (the chrome one) and I added the normal map, but I have the same bad result.
I can share with you that normal map, the grid of spheres.
Everything started as I saw a difference between Designer and 3DC about a more complex normal map, this is why I'm using that grid of spheres.
Please, let me know, because I need to have that fix in order to work.
Thank you again for your precious time.
-
-
Hi Carlos,
sorry, I didn't explain correctly: I'm not concerned about the mapping aroung the object, I'm concerning about the fact the normal map seems to be "cut" or "flat".
While in Designer and Blender I have this half spheres all around, in 3DC they seems flat, like cylinders or truncated spheres!
How is that possible? How can I fix that?
-
-
Hi Carlosan,
ah, really? Mmm... I mean good to know it's not just me, but to be honest, it should be something really straightforward, but probably I have to use 3DCoat even more in order to understand the philosophy behind it.
-
Mmm... for what I'm experimenting it seems I have to put Patch size to 100, while Texture has to be to desidered final image size, and I have to verify the camera in ortographic mode.
Does that make sense?
Thank you again.
- 1
-
Hello,
I'm exporting the depth of a sculpt to be used later as alpha for a brush in paint room.
The problem I'm having right now is there's a mismatch between what I see in the viewport, as you can see here:
and what 3DCoat exports, as you can see here:
After a rapid investigation, I'm very newbie with 3DCoat, I discovered 3DCoat use the defaul Camera position, ie if I reset the viewport will be this, which seems to me to match the exported images:
I'm pretty sure I'm missing something, so my question is: how do I tell 3DCoat to use the actual viewport camera to export the depth?
Thank you very much in advance, please, help me!
-
Nice idea, but I just see the Paint list and I think there is no edge padding feature for lowpoly painting, I don't know if I'm wrong because it's very late here and I'm tired.
How is it possibile to add features in those lists?
Thank you
-
Hello,
just to know, are shell painting issue fixed in this build?
-
This is the video, a bit longer than I thought, but I hope it will make you clear what I'd like to have in 3DCoat.
-
Ok, I'll do it tonight (London), but now, I have to finish some animation tasks.
Sorry about that.
Diffuse to normal map/metalness/roughness
in General 3DCoat
Posted
It would be nice if we could avoid the export/import step, maybe with the clip mask reading a black and white layer instead of a painted/not painted layer. I would like to ask that to the 3DCoat team.
Carlos, what do you think?