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shape3d

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  1. Hi, I have several problems in the paintroom, some of them seem to be bugs. They can be seen in the following Video. I think the first 3 problems are bugs? Shift tool Problem https://youtu.be/ALohm_7kgkM Layer Reimport from Photoshop Problem https://youtu.be/ALohm_7kgkM?t=28s Discard Clip Masked Pixels Problem https://youtu.be/ALohm_7kgkM?t=1m10s Problems with normal map workflow, is there any possibility to clone parts of a normal map to fix some problems in the texture? https://youtu.be/ALohm_7kgkM?t=1m48s CU Ansgar
  2. It doesn't depend on the projection and the problem is there in 4.5.22 too. But in 4.1.17d it works. Where is the psd file saved before it is opened in photoshop? CU Ansgar
  3. Hi, when I want to edit a projection in photoshop and select "edit projections in ext. editor" in the paintroom, I get these destroyed image every time. Version 4.5.21 and photoshop cs6. What can it be? CU Ansgar
  4. Can this VD bake untercuts? CU Ansgar
  5. the same version, but what you show is not open and close but grey and black. What I mean is this: https://d3ui957tjb5bqd.cloudfront.net/images/screenshots/products/2/23/23478/padlock-with-keyhole-o.jpg?1371749396 CU Ansgar
  6. Ah, thank you. But when everything is locked, why can I paint in the texture editor? For future releases it would be better if the symbols were open and closed padlock instead of grey and black, that is more intuitive. CU Ansgar
  7. Can you test the following file: http://www.rahmacher-media.de/temp/morph_001.zip I can only paint in the texture editor but not in the 3d window anymore. It happend when I did some tests regarding this thread: http://3d-coat.com/forum/index.php?showtopic=18334&hl= Let's say I want to paint on several morph variations. Then I find out that one morph state is missing, so I create a copy of the retopomesh, bake it to the paint room but it has no texture. So I exported the existing layers with depth, color and glossiness and tried to import it on the last morph variant (paint object and surface material 3) and after that I couldn't paint in 3d anymore. CU Ansgar
  8. Regarding to the problem that making morphs only work in microvertexmode: http://3d-coat.com/forum/index.php?showtopic=18331&hl= I had the idea of a workaround. Instead of making morphs via layers in the paintroom one can make a duplicate of the paint object or surface material and only activate the version which should be morphed. The texture fits to both versions but you can make a copy of the texture and give it a different name that you see to which paint object or surface material it belongs. So if you have 2 surface materials 1 and 2 which are two different morphs of the same object then you only activate version 1 and in the paint layer you only activate the corresponding paint layer 1. So far so good, it works well in my quick test. But as I see there is no easy way to duplicate surface materials or paint objects. I did it via making a copy of my retopo mesh, rename both to 1 and 2 and bake them into paintroom with ppp. Is there an easier way to do that? CU Ansgar
  9. So, in microvertex mode it works indeed. CU Ansgar
  10. But when I understand it correct the 3dcoat vector displacement isn't able to do undercuts so it is not better than normal displacement? CU Ansgar
  11. Ah, I used per pixel. Are there any downsides of microvertex? All of my workflowtests were with per pixel and now displacement is shown too so what is better in microvertex? As 3d software I use Cinema 4d which has nice morphing tools. But I would prefer to do it in coat because then I can create some additional normal or displacement maps which fit to the morphs. CU Ansgar
  12. I tried to do something like in this video: But I can't deactivate morphs or combine them, everything I do in the tweak room is permanent. Is this a bug? Switching to paint room doesn't help. CU Ansgar
  13. ah, yes, I tried it but often it would be faster if one can deactivate this brush behaviour. CU Ansgar
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