elindell
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Posts posted by elindell
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Thanks for responding carlosan, unfortunately that doesn't really address my issue, I'm having quality issues with the depth layer created in the paint room when using a custom mask. Please look at the pictures I posted, instead of a smooth rise I'm getting those steps.
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Hello, I working on figuring out a good workflow to create tileable normal maps for use in unreal engine. In 3d coat I'm in the paint room trying to use 2d images that I create as masks to paint on normal depth. When I try it I seem to get some sort of banding in the depth. It's hard to explain so hopefully these sample give an idea. Is there some setting I'm missing or a specific file format to import that would smooth these out?
I can't upload the original mask I used since its over 10meg but here's one at half res to show what I was working from. The mask I used was 2k and the UV map I was painting on was also 2k. The mask I created was uploaded from a png file. Any ideas?
Thanks
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Hi! I've had 3d-coat since last Christmas deal but now finally getting down and trying to learn it. I'm also subscribing to the Unreal Engine 4 development, so I'm hoping to make nice game assets with 3d-coat
Quick question since I'm here, some parameters you can use a slider to change the value, others you can only input through keyboard, or am I missing something? Thanks!
custom Mask jagged normals in paint room
in General 3DCoat
Posted
Thanks for testing, I've tried numerous texture, anything with a soft gradient result in a pretty noisy depth, even one of the default mask (mask sample 1 and 3 here)
I tried to use 16 bit mask but those don't work at all in 3d coat.
I will keep testing and if I find a solution will post, maybe there's a setting that increases sampling of masks somewhere?