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Posts posted by Hammers

  1. Just a follow up note on that, the autosmooth left at 180º just picked up the sharp edges, and seemed more discriminating than the edge split mod. This actually helped me find a couple of bad internal faces that were causing shading problems. I tried exporting fbx without the modifier, and the edges came through without a hitch. I set the export  to smooth 'normals only', not sure if that matters or not. Anyway, I think I'll be using autosmooth a lot more from now on :)

    • Like 1

  2. Thanks for the ideas guys! The obj from B to 3dc was ok if I applied the edge split modifier, but that messed up the topology and I couldn't delete those edges in the UVs. But with .fbx from Blender I inadvertently left "apply modifiers" on, yet it still worked! So I think your last suggestion seems the most sensible Carlosan. :)


    @Daniel. I'd never seen that Autosmooth normals option before. Thanks for sharing that too!

  3. Hi all,


    I've seen elsewhere that 3D-coat respects smoothing groups. I've been trying to get an .obj from Blender into 3D coat today, but have had not luck as far as the smoothing groups go.


    Of course in Blender, smoothing groups are set with  edge sharpness, but the obj exporter converts these to SGs allegedly.


    As I'm typing this I thought to try an .fbx import, and that seems to work OK!


    So presumably there is either a problem with Blender's .obj export, or 3Dcoat's .obj import.


    For reference here are some images: my model in Blender, my export settings, and the model in 3D coat (obj). Posting my .obj here too in case it warrants investigating.







  4. @arumiat Not sure if this will help, but I just had a similar challenge getting from 3Dcoat to SP.


    My process was


    1. Model in Blender (low poly, 5 objects)

    2. Export .obj to 3dcoat for UV mapping. All objects on same UV set

    3. Export .obj again to Substance - this gave me the 'one material' issue

    4. Opened the .obj in Blender again, and add a separate default material to each object (naming them, head, eyes, hair etc.)

    4. Open obj in Substance et voilá. Objects separated by material (as 'texture sets') ready for painting, and allowing for isolating parts. The obects still share the UV space as expected.


    Hope this gets you a bit further :)

    • Like 1

  5. Just thought I'd start my own thread for clarity.


    I've done a sculpt, which has been retopoed and unwrapped, but when I try to bake it to ppp, I get a 'blank' normal map and the retopo geometry doesn't go across.


    As a stopgap I tried exporting my hi poly sculpt to Blender, but the export also fails. I get a lot of vertices all at the same point in space.


    Here is my file. I'm just trying to paint the horns.


    Thanks in advance.



  6. I just had the same issue OS X 2.4RC1 sculpted, retopoed, then try to bake nm for ppp and I get paint object/retopo object, but no actual retopo geometry or proper baked normal maps in paint room. Also I've tried exporting the hi poly sculpt as an obj to Blender. It exports ok, but as far as I can tell, just gives me 300k vertices all in the same place, dimension 0,0,0 ... hm


    I sent my file to support. I'll post it here too once it gets to my dropbox.


    Here it is:



  7. What OS? I tried on Win and all works as expected.


    I'm on Mac OS X 10.9.5. I tried some other tests and it seems to work OK from some sources (e.g. copying an image from Evernote), but if I copy and paste an image from Safari or Firefox (e.g. google images) I get reversed colour issue. Pasting the same clipboard to Photoshop looks as expected.

  8. I think this bug's been buzzing around for a while, but in the beta, when you copy an image and paste it into the Color Palette, the colours are all wonky. Looks like blue and red are reversed or something. Loading an image works ok, just C+P is strange.





    I think that Sync Layers w/Ext. Editor and Edit All Layers in Ext. Editor are broken at the moment in the latest 4.5 Beta12A


    Could anyone confirm this?


    • Load model with multiple Surface Materials and UV-Sets & Mesh parts
    • attempt a sync with Photoshop or external editor.
    • make change in Editor and save Layers.PSD
    • attempt a second sync with a different UV-Set/Material
    • Make change in Editor and save
    • Notice in 3DCoat the wrong Material is altered.


    I just had this issue with multiple UVsets editing externally in Ps. Really messed things up for me and couldn't get them back... :( 


    I'm on 14A Mac version btw

  10. Hiya,


    I'm having some trouble with the freeze tool in the paint room. I've been trying to select an area with different tools, and using e.g. the vertex lasso brush.


    However when I select an area with vl, the freeze area always comes up significantly smaller than the selection. Before and after:





    Can anyone shed any light for me?



  11. +1 from me.


    However the smoothing is calculated in both Voxels and Surface is really unpredictable for me. I believe it has something to do with resolution and maybe scale. I've been working in scale of 50.0 to link to Blender more easily, and many times shift-smooth as well as the smooth tool are almost useless..


    Would love to hear if there's a workflow solution here.

  12. I switched my model back to voxels from surface, and tried again and it works as expected. Seems like it must be a bug. Does anyone know if this has been reported or fixed?


    I wonder when the next Mac build is due too...






    Just trying to reproduce the problem for mantis. Tried on a cube: didn't happen, reloaded my scene: didn't happen.  :( Just lost an hour or two of my life for one of those weird intermittent things...