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existe

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Everything posted by existe

  1. I believe the Hobby subscription also do not get certain bit level images for displacement etc. https://megascans.se/faq#Freelance Freelance 23rd August 2016 at 8:02am What’s the Freelancer License? If you are a single self-employed freelancer, not working at a company and looking to do contract work for a client, or if you simply want 4K resolution and 32 bit displacement access, this is the license for you. As Megascans is a source material library, and you hold a personal license to said source materials and not necessarily your client(s), here are some things to keep in mind: You may use any assets acquired during your subscription as many times you like, on any number of projects, for all of time. You may sell and distribute Megascans Studio preset files without restriction. You may sell and distribute any work made with Megascans source materials or meshes, provided the source materials or meshes are significantly modified and not being resold or redistributed in their raw form. You may deliver raw source materials as part of a project to a client if the client holds an active unlimited commercial subscription of Megascans. You may share or sell textures made with the Megascans Studio provided you own all copyrights to any input data used to create said textures. You may however not share or sell textures made with the Megascans Studio if using source Megascans textures. For such cases, you may instead sell and distribute Megascans Studio preset files unrestrictedly as previously stated. You may continue to use the Megascans Bridge desktop software for all of time to manage and export your downloaded assets. Hobby 16th August 2016 at 5:25am What’s the Hobby License? If you are a single individual looking to do non-commercial work, this is the license for you. It’s perfect if you are simply looking to build your portfolio, work on personal projects, enter into competitions, contribute to game mods, work on your own free game, or any other similar non-commercial ventures. If you wish, you may still distribute and sell video learning material revolving around Megascans when using a Hobby license of the Megascans service. As a Licensee of the Hobby License, here are a few key points to remember: You may use any assets acquired during your subscription non-commercially as many times you like, on any number of projects, for all of time. You may continue to use the Megascans Bridge desktop software for all of time to manage and export your downloaded assets.
  2. I grabbed a seat in support, I owned most of the older ones already. Do you plan on sending updates via Gumroad for updates or just follow this thread? Thanks!
  3. Think the Modo community would be in a huge uproar if they ever changed this policy
  4. Yep appreciate the feedback, works well. I was just making sure I was not doing anything wrong
  5. Thank you, I will check Mantis before posting moving forward and give this a +1
  6. Cant quite figure out why my cube primitive is doing this? It is only for these three edges. V4.5.37, so not sure if this is a beta issue or not (skimmed through thread and did not see it)
  7. I am sure I am missing something obvious but in Vox (or does this require surface?) how does one cut off at an angle? Trying to find similar functionality to clip curve from ZB but with Voxels. Cut Off has limited "E Panel" choices and anything angle related seems inaccurate. Again I am sure I am missing something obvious. Thank you.
  8. attached. I did import it into Blender to see if it saw anything weird, still showed the UV on single 0 1 space for me. I exported it out of Blender and into 3DC but it presented the same 3 UV set option as before. Exported Meshes.zip
  9. Ok I see what is happening now. Within Modo it is a single UV 0 1 space and I have 3 materials assigned If I export it as an .OBJ file and import into 3DC it shows as 3 separate UV sets (I always thought this was just a means of bring in the materials) This is what I see in Texture Editor and Surface Materials for the OBJ Which explains the 3 different sets of maps ------------------------------------------------------------------------------------------------- If I export a .FBX with materials and import into 3DC it shows as 1 UV set This is what I see in Texture Editor and Surface Materials for the FBX And it exports as a single map and I still have material separation within 3DC for painting and texture isolation So the question is, why does the OBJ import try to setup 3 different UV sets (when clearly there is only one) just because materials are assigned? working as intended?
  10. UDIM produces the same result. Is there a different way to bring in a mesh but still separate poly/portions of the mesh to paint and texture? Material ID map or mat color filter (like SP and Quixel)?
  11. Well what weird is it is one UV set already upon import but since I have surface materials it wants to export unique maps for each material. Still exports a single object, with one UV set in 0 1 space but 3 sets of maps because it has 3 surface materials assigned. Maybe I need to go to UDIM instead of surface materials to seperate the areas for painting and texturing and that would combine into one set of maps on export?
  12. So if I import the object with "Import Tiles as UV Sets" then I only have one surface material within 3DC. I am trying to maintain the separate surface materials so I can easily paint texture those areas within the model. If I do not import the object "Import Tiles as UV Sets" then I have the multiple surface materials, but on export I am trying to combine them into single maps since its only one UV set, but right now I get 3 sets of maps based on 3 surface materials for this particular model. I will try the "seems' method Tony mentioned, although not sure what that quite means
  13. No UDIM, single 0 1 space Appreciate the assistance will give it a try
  14. I have an .obj I imported from Modo, it has 3 surface materials applied. I get done doing painting/texturing and was curious can I combine all of these into one texture on export instead of 3? It is only a single UV set, just would make it easier to create one material under Modo instead of 3. Thank you
  15. You cannot transfer licenses, I think in the end you end up handing over the keys to the account so to speak. Just need to decide if its worth the risk and cost.
  16. What is the easiest way to get the dds into proper environment format like hdr?
  17. I was just coming on to the boards to ask who do I have to pay to develop some good tutorials and this might just do the trick Thanks for posting
  18. Are there any Watermarks for 3D-Coat we can use? Something similar that you see with Marmoset work, would be nice to be able to display a 3D-Coat watermark for work done in it. I know I can make my own but legally that is not my logo to just use.
  19. Developed a much easier workflow (for me) to get from Zbrush to Substance Painter to Marmoset for those interested. I will say this though, I enjoy Substance Painter and I will continue to use it but I am finding the PBR addition to 3DC just as enjoyable and sometimes more flexible, its nice having both tools in the toolbox. 1. Within Zbrush I defined each portion of the Mesh that I want to separate into a SP texture set as a polygroup a. Each polygroup = a Material in Blender = a texture set in Substance Painter = a group under the mesh in Marmoset 2. I exported the single subtool (with defined polygroups) out of Zbrush as an OBJ 3. I imported the Zbrush OBJ into Blender and set a Material for each group listed (which should be each polygroup defined in Zbrush) a. Set the Material name to be something more identifiable in Substance Painter 4. Exported the Blender OBJ out a. Be sure you have Material ID setting checked under export options 5. Imported Blender OBJ into 3D-Coat and unwrapped my UVs, only had to use one UV set 6. Exported out of 3D-Coat as a OBJ with UVs 7. Baked maps with xNormal 8. Imported 3D-Coat OBJ into Substance Painter and texture sets were present (which are really just material IDs from Blender) 9. Upon completing my painting in SP I exported all Maps out 10. Imported 3D-Coat OBJ into Marmoset, create a material for each polygroup and apply Reason I find this workflow easier is because I only have to create one UV set in 3D-Coat and I can now bake out Normals and AO in xNormal. I guess in theory I could just do UV work in Blender but I find the UV toolset in 3D-Coat more enjoyable and again I could then argue just to stay in 3D-Coat to do my PBR work and then into Marmoset
  20. My workflow was to get everything into Marmoset. After some offline discussion with Malo and some deeper understanding the workflow is working now. Within Zbrush I defined each portion of the Mesh as a polygroupEach polygroup = a UV Set/Material Set in 3D-Coat = a texture set in Substance Painter = a group under the mesh in Marmoset I exported the single subtool (with defined polygroups) out of Zbrush into a OBJ Imported Zbrush OBJ into 3D-Coat and setup my UV sets and Material sets (as described by Malo above) Exported out of 3D-Coat as a OBJ with UVs and normal maps Imported OBJ produced from 3D-Coat into Substance Painter (Texture sets are present) Upon completing my painting in SP I exported all Maps out Imported 3D-Coat OBJ into Marmoset and proceeded to create 3 materials using the Maps from Substance Painter and applied them A very big thank you to Malo very helping me with this and his time, very appreciated!
  21. Worked like a charm, I just need to reproduce it with the Zbrush OBJ import. Thank you!
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