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Everything posted by dimitribastos
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Normal map problem
dimitribastos replied to dimitribastos's topic in SOS! If you need urgent help for 3DCoat
Hey Javis, thank you very much. I'm on Modo 901 SP3. -
Normal map problem
dimitribastos replied to dimitribastos's topic in SOS! If you need urgent help for 3DCoat
Actually not That quote was from a topic about The PBR plugin that Javis developed for Modo. I'm trying to export my textures through Spec/Gloss workflow and exporting normal as well. the normal is exported "broken" though. -
Normal map problem
dimitribastos replied to dimitribastos's topic in SOS! If you need urgent help for 3DCoat
Thanks, digman. Would be nice if someone else, maybe Javis, share some knowledge on this matter. There are so many options that I'm not sure if I can handle it myself. -
I'm working on a t-shirt texture for a characteron Per Pixel Painting but my normal map isn't work as expected on Modo 901. Please, refer to the images. Here is 3D Coat. Everything is ok and working just fine. Please, note that some difuse layers are hidden. Here is an image of Modo 901, without normal map texture. Everything is fine: Now with normal map: I even tried to invert the Green Channel but it doesn't worked. Some help would be nice. Thanks in advance.
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Problems subdividing on retopo room
dimitribastos replied to dimitribastos's topic in General 3DCoat
Well, I guess I figured out the problem. The snap settings on top of UI was causing some trouble. I think it's all normal now.- 1 reply
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- retopo
- retopology
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I want to creat some folds on a shirt using 3D Coat, then baking the detail into a displacement map. I imported a low poly object then added detail (without voxelization and subdivided a few times). Then on Retopo Room imported the original low poly that already have unwrapped uvs. More subdivision on the mesh would be better for displacement, right? I clicked on the Subdivide layer button on the Retopo object. The result: What happened?
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- retopo
- retopology
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How do I paint using color masks in 4.5?
dimitribastos replied to Shawn Driscoll's topic in General 3DCoat
If you disable color (right click on the colors at left menu bar) it should paint with the image color. -
I'm still learning. Only a few days ago I decided to do more than sculpts. I guess this option means that you can import displacement/depth into PPP workflow but 3D Coat will treat depth layer as a bump or normal map. No actual displace will happen. Don't know if I'm right though
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For what I know, displacement only works on the micro vertex workflow, not PPP which relies on Normal Maps.
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Don't know it this is the best place to ask, but it is normal a slow behavior on the computer regarding creating AO and Curvature maps and even enable or disable layer visibility for a 8k smart material on a simple low poly mesh? I have a I7 3550k, 16gb ddr3 and GTX 970 4GB, 3D Coat 4.5.10 EDIT: also, everytime I will use Fill Tool with Smart Material 3D Coats warns me that the process can take a long time. I can only press OK or CANCEL using keyboard. Mouse becomes unresponsive.
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Smart Materials/texturing strange behavior
dimitribastos replied to dimitribastos's topic in General 3DCoat
AbnRanger, thanks for your response. The vídeo helped a lot. But I have one question though. That polygon count that I need to set initially is a globally count, right? I imagine that if I have a lot of meshes, this could cause some trouble. Can I adjust per object the polygon count to optmize the overall density of the mesh? I imagining that subpatching can do this, or am I wrong? Also, somewhat related... but it is possible to have two depth maps? I would like to use displacement to create some folds on a shirt and have microdetail as well. So I would need a map exclusively for folds to be my displacement and other map with fabric microdetails to be my bump or normal map. Can't figure out a way to this. Thanks. EDIT: maybe creating the folds, and then exporting displacement and then importing again to create microdetail? The problem is that seems like microdetail stuff is more on the PPP workflow which can't import displacement. -
Modo 801/901 PBR Material Rig for 3D-Coat PBR Textures
dimitribastos replied to Javis's topic in General 3DCoat
Hey, Jarvis. I'm trying using 3D Coat this time. Should I set the metalness and gloss/rough to some effect of just leave it blank as it is by default? I see that the normal layer is set to normal (by the way, have to put gama in 2.2 in order to work properly). Also, what do you think of duplicating the difuse layer and set it to Specular Color? -
Smart Materials/texturing strange behavior
dimitribastos replied to dimitribastos's topic in General 3DCoat
Hi there. Thanks for your posts. My model is just a simple shirt, really low poly. I imported to Micro Vertex painting and set to keep UV, then put 8k on the textures. I tried again and the problem continues. See attached. -
Hi there. I decided to try 3D Coat for painting my models, but I'm stuck with a problem. My painting with smart materials and even without them are really low res. I'm painting 8k textures but they doesn't show that way on the viewport. Smart Materials on Preview are just fine. But when I paint them they are ugly and low res though. Please, look at this gif to see the problem: https://gyazo.com/91a905f970b07e480b268b04322ced6c Also, does anyone have a link for shared alphas, stamps and smart materials? Thanks.
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From the album: FanArt
Second illustration for Civil War Kids series. Team Iron Man Hope you like it! -
Hey, thanks! The hair was made retopologizing the sculpted hair, then separeted in various individual segments. After that, some edge loops were created and then pushed outwards. The final look is subdivided.
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Hey guys, this is a new project I'm working on. Just uploaded to the Gallery and want to share with you. 3D Coat + Modo.
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From the album: FanArt
This is some kind of self portrait featuring the upcoming Marvel's Civil War movie. I'm joining Team Captain America! Also this is my first character render. The next one will be Iron Man - or should he be Iron Boy?