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JoseConseco

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Posts posted by JoseConseco

  1. digman - I understand the difference. But lets say you need brick material, with some dirt,  worn edges effect. In 3dc coat you can make smart material form texture, save it and use it from now on forward.

    But how about substance painter? Can you make 'smart material' in SP? Or you have to go through SD nodes to make substance, and then import into SP? 

    Bitmap2Material seems like nice tool, but, If I understand correctly, it creates just one layer material - no effects like cavity masking, ao masking etc. So it seems workflow in substance suite would be:

    - bitmat2mat - create base material - single layer  -from texture

    - go to to SD, to add effects like dirt, edge wear -> create substance

    - import substance to SP and use it from now on. 

    Or maybe there is ability, in  SP, to create presets of material, like 3dc SmartMaterial?  

    Anyway substance way seems more complicated, possibly more flexible, but not that much of a visual difference compared to 3dc SmartMaterials IMO. And your metal test is nice example of that. No need to go into SD nodes then.

    Btw. Maybe you heard about Awesome Bump - nice free alternative to B2M.

  2. How about creating materials? In substance you would have to learn all the node thing, and then creating some substance is probably day of work, right? And in 3d coat you could just use photo as a base. In 15-30 minutes I could have made new material from scratch. And procedural substances tend to have the 'procedural look'. It is hard to beat the photo base - it is quicker and gives ofter better results. Or is there something I'm missing?

  3. It seems painting with stroke type 'single polygon' crashes 3d coat everytime on medium to big polygon size. Try eg, uv paint on demo head, on some larger polygons. 

    Works on in 3dc x.19, but x.20 crashes

    edit:

    actyaly 3dc x.19 has problem too - single polygon, line and posibly other strokes with paintbrush are ignoring smart material condition masks. When I paint with ordinary stroke type, material looks ok, but when using eg. line stroke - material looks nothing like before.

     

    Also from time to time earser just stops working on uv model. Restart helps for some time, untill it breaks again.

  4. Michaelgdrs, I would be interested in more smart materials. I have just wish:

    - separate dirt from base materials - because it tends to look fake, when one part eg. wood has different kind of dirt, than neighbor plastic part.  To unify look of asset it is best to first paint it with base material, then put one kind of dirt on top of everything. 

    So big library of dirt would be great (leaking, dust, sand, moss, stains, scratches, oil, rust, broken concrete decal like, splatters). Some of those could be applied on whole asset, some just on parts of it (eg. rust just on metal parts)

    • Like 1
  5. Hi in paint room I have eyes paint object on 'headUV' set.

    Now when I import new eyes object, it is creating new texture with new same uv set name. So I end with up with two textures 'headUV', old texture and new on - with fresh imported eyes, is empty gray texture.

    Is there a way to append new eyes paint object to existing 'headUv' texture ??

  6. I think that you cant do that.

     

    But if you start erasing the layer 0 and play with the other layers transparency you can create a glass like material , tested by me and it works fine.

    I tested that some in past, and it just make everything transparent, even specular is erased, so it doesn't look like glass for me. Unless you know how to make layer transparent and preserve specular reflections?

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