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existe

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Everything posted by existe

  1. Thank you Malo, that is helpful. I will attempt to reproduce your steps on a simple mesh and compare results, again thank you.
  2. Everything is working except the maps for the UV tiles I moved back into the default space, have no idea on how to bake these out. What is the best way to bake maps for the UV sets in one space?
  3. Ok I moved the other UV set into the same space with 3DC, applied the UVs after the move, kept my different layers in the paint room and success! Now I just need to bake my maps, assuming I have to do that prior to the UV space merge. This is not a very straight forward process at all, hopefully I am just doing it the difficult way and hopefully someone can shed some light on a less cumbersome workflow.
  4. I saw a few older threads on this, didn't want to necro them so figured would start a new thread. I am attempting to export out of 3DC a single OBJ with Material IDs/Texture sets defined so I can leverage them inside of Substance Painter. I know how to create the UV Tile Sets in 3DC and move the UVs for each portion of the mesh into them, I then tie that UV Set to a layer in the paint room and fill it with a unique color that binds a Material ID I believe (saw it on the Kalten Gun video). I export the OBJ with the "Export UV Sets as Tiles" checked and then import this into Substance Painter Substance Painter recognizes the texture sets but since they are tiled it cannot read the set that is one spot to the right. If I try to export without the tile setting then Substance Painter no longer recognizes the texture sets. Seems that I need both UV sets on the same tile for Substance Painter but with different Material IDs, question is how? What am I missing?
  5. When I start 3DC I choose "Perform Retopology" and import my mesh. The Vox Tree POP UP does not work because the mesh is not in the Vox Room. If I start 3DC and choose "Voxel Sculpting" and import the mesh everything is fine. I notice the scaling is different between the two import methods, making sure I am importing correctly for retopology but where I can turn off reference mesh if needed and not impact mesh scale.
  6. Is there a way to hide the underlying mesh during retopo work? Seems it has to be in the Voxel room for the "eye" icon to hide it, is that the only way?
  7. Selling my Version 4 Pro license, asking $280. Payment via Paypal only please. Message me on here or contact me at stickogum at gmail.com Thanks.
  8. Seems like there are more brushes for Surface and LC, or maybe it just requires different types based on its function vs Voxels. Are brushes being developed more for Surface/LC than Voxel? I have a pretty decent system, but seems like using Surface/LC is not just about resources? or can anything with Voxel brushes be done with Surface/LC just differently?
  9. E Panel bites me again...forgot to look there. Awesome feature, thanks for the video link.
  10. Is there a feature in 3DC that is similar to the curves guides in Mudbox?
  11. First real go at 3DC as a sculpting app, a bit too much smoothing but I am ok with the result thus far. Thanks for the tutorial, looking forward to the next one.
  12. Tony/Psmith thank you kindly for your wisdom and assistance. Time to put this to practice and go from there. I will be sure to watch the "A Few Quick Ones" as well.
  13. Appreciate the feedback and willingness to help on this subject. To summarize what Psmith has shared for my own understanding: Depending on PC performance and use case, 1. Start off in the Voxel room, adding resolution to meet the needs for the details desired 2. At some point most likely move to Surface and LC for the finer details (or if performance is still good continue to use Voxels) 3. Once completed with sculpting need to retopologize the mesh via the Topo room 4. After completed with retopo I create my UV layout in the UV room 5. At this point I merge the low poly mesh with UV layouts into the paint room 6. Paint etc and then export low poly mesh plus any maps created for 3rd party application or just render inside of 3DC Questions/Assumption: 1. When building resolution in the Voxel room is it best to do this in layers or do you sculpt in a single layer for resolution X, then increase and start sculpting now at new resolution over what was done at resolution X? 2. Any difference to the flow with imported meshes if the intention is to sculpt and export out? 3. Once completed in the Topo room I am then left with a high-poly and low-poly version of the mesh?
  14. Sent a PM as well. I am really just looking for workflow video and/or examples for the sculpting aspect of the application. I think I got the UV and Paint room understood and use them routinely. For whatever reason reading about the Voxel vs Surface vs Live Clay is not clicking. Love to have a project to flow through to get that down or a live demo. I usually only need to see it once to get or do it myself once. Thanks.
  15. At the risk of sounding like an idiot, anyone planning on releasing any paid V4 training series soon? I know Javis and I believe Leigh Bamforth have hinted or mentioned they have something upcoming, but wanted to check to see if anyone else does. I have seen the free V4 training others have put out (and thank you for them) but I do really well with training series that are project based and take you from start to finish, UI overview, etc. Also does anyone do 1:1 training? maybe via Skype or something similar? Just curious and thanks for everyone has done.
  16. As suspected my .PNG was fail . Spent some time just doing some ugly painting and texturing, breaking it and forcing myself to use it to learn it. That made a big difference in understanding. Appreciate the patience and assistance on the subject.
  17. Thanks Digman and Tony, will give it a try to both.
  18. No I get that you cannot edit NM in PS, guess I am asking if the changes that I make to the color map can impact the NM once I transfer it back from PS into 3DC. Do I just need to "bake" it after the changes? I want to be able to mainuplate texture in PS and have thsoe reflect in the NM and then maybe paint on top of that after the fact. In my test I exported out to PS, made some changes and imported back into 3DC then I saved off everything out. I noticed that the NM was blank since I did not real painting in 3DC (I basically created UV map and exported to PS). So once again is there a process I need to basically bake the color map into the NM after the fact? I am sure I am explaining it wrong, very new to me. Thanks for the assistance.
  19. I notice if I sync layers with Photoshop and make changes in Photoshop it only updates the color texture and does not update the normal map, even if I have "depth" enabled in the paint room. Is there a way to have the changes in Photoshop impact both color and normal map?
  20. Thanks Carlosan, "Transform/copy tool" is what I was missing. Still not able to preserve transparency on an imported diffuse map texture. I just used the magic wand tool to mask what I wanted to keep and painted around it. IS there a way to preserve the transparency of an imported PNG texture?
  21. Really trying to grasp texturing. If I import a .OBJ file, create a UV Map and go into texture editor I see my islands, and everything is good. Lets say I have a single .PNG file I want to bring in and have it aligned with a certain part of an island. This is where I need help, with 3DC can I only paint that on? I brought it in as both a material and mask but the transparency is not preserved so I paint a white background. If I import the .PNG as a difuse map it takes up the entire UV space and I cannot figure out how to resize it (is that possible in 3DC?) I am new to 3DC so pretty sure I am just doing it wrong. Watched tutorial videos and I get the material painting but they never really cover transparency. Advice welcomed, thanks.
  22. I'm struggling to learn this app, I must be missing something simple. I'm going through the YouTube tutorials plus a few others. I get the basics of the different rooms and some of the tools in each room, what is foreign to me are the methods. I get the concept of experimenting but thought I'd ask as well. So questions I guess I have are what are some pretty basic general guidelines to follow? Mainly talking about sculpting/topo/textures 1. More common to build a base mesh in say Blender, merge and sculpt or create 100% within 3DC? 2. When do you know it's time to subdivide? Or work on a lesser subdivision? (This is a big one) 3. Which are the more common brushes? (say top 5 used) Almost looking for a "If I knew X when I started 3DC, it would have been easier" type of knowledge. Thanks
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