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Posts posted by 3DNut
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Do I need to submit this as a bug?
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As I understand it, 3D-Coat supports three different PBR workflows:
- Gloss/Color Specular
- Gloss/Metalness
- Roughness/Metalness
So it seems to me that the Smart Material Editor only represents Gloss/Metalness when viewing the inputs. Where are the map input types for the other workflows in the Smart Material Editor? I am really confused by how this is all supposed to work.
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I thought I would try creating my first Smart Material (kevlar carbon fiber) and I applied the images, which seem to look fine in the preview thumbnail, but when I apply the smart material to an object, the pattern is scaled up so large that you cannot even tell what it is supposed to be. How can I scale the smart material pattern up and down and save that in the material settings?
Thanks,
Bryson
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I had the same question and thought I could clarify further for anyone else who happens upon this thread.
Q. What is the workflow for projection painting a texture from an image on to the surface of my mesh?
A.
From the Retopo Room with the model UV Mapped, go to Bake Menu>Bake w/ Normal Map (Per-Pixel).
On the "Import Object for Per Pixel Painting" dialogue, set your desired map size.
Go to Paint Room.
Go to View menu and uncheck Show Voxels in Paint Room.
Create or Select your paint layer (don't paint on Layer 0).
Add a new smart material (it doesn't have to be setup for physically based rendering).
In the Smart Material Properties>Preferred Mapping choose From Camera
To setup a regular texture instead of a physically based material, set Color to Modulate (asterisk icon) and not Replace (arrow icon).
Next to the green sphere icon click where it says "...Click to Select Color Texture..." and choose the image that you want to projection paint with and LMB click Save.
Set your foreground color to white.
Using the Preview options, enable Tiling and set the visibility low enough so that you can see what you are painting and then brush over the image to apply the texture to the mesh.
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I am having a problem where if I export an object from Blender to 3D-Coat using Simple3DCoat Applink and the Mesh As Voxel export type, then when it imports it comes in with the last imported object's transform, rotation and scale.
Here is a video explanation of the problem that I am having.
Why is this happening? Where is the info being stored that tells 3D-Coat to import with the last used transform, scale or rotation and more importantly, how do I clear that data so that I can start fresh?
Thanks for your help,
Bryson
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Thanks for your reply. That proves that I am doing it correctly. Could you please watch this video and tell me why instead of sampling the color I end up painting the smart material instead?
https://dl.dropboxusercontent.com/u/6647893/Forum_Help/SamplerToolProblem.wmv
Thanks,
Bryson
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I duplicated a Smart Material and I would like to change the plastic color texture. I click on the color to open up the Color Palette. How do I set the Color Palette to use a color that is already somewhere on my model's texture? I can't figure out how to sample a color underneath the cursor.
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How do I get the Normal Map background to be RGB 128, 128, 255 when baking? Is there a way to specify the background color of the color map when baking?
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Is there anything that I can do to get rid of this darkening around the edges?
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Q. What is the workflow to export PBR maps that are compatible with Unity 5?
A.
In the Paint Room go to Textures>Texture Export/Import Workflow and choose your preference.
Paint your model.
For Roughness/Metalness workflow:
Go to Textures>Export>Color/albedo Map (name it with _Albedo)
Go to Textures>Export>Normal Map (TS, Low-Poly Mesh) (name it with _Normal Map)
Go to Textures>Texture Export/Import Workflow and choose Gloss/Color Specular
Go to Textures>Export>Specular Color (name it with _Metallic)
(Optional) Go to Textures>Export>Emissive Intensity (name it with _Emission)
In Unity, using the Standard Shader:
Drag Color/albedo Map on Albedo channel
Drag Normal Map on Normal Map channel
Drag Specular Color Map on Metallic channel
Drag Emissive Intensity Map on Emission channel and choose emission color.
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I wonder what that actual limit is? In any case, it seems to solve the issue that I was having and prevents me from having to fiddle with stopping and starting Wacom services, so that is nice. Give it a try the next time you have that problem.
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Sure, you can only drag the slider to 200% but what is the limit to the value that you can enter?
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Well it is a very helpful bug that I hope doesn't get removed unless they give me a flow option somewhere else. Are you able to go beyond 100%?
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I discovered that 100% isn't the limit on the Opacity. I set it to 500% and that solved my issues
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Thanks for your information carlosan. Here is the workflow for anyone who may benefit along with a few additional questions.
Q. How do I project a normal map on a high resolution mesh onto a low res retopologized mesh with completely different UVs?
A.
At the Splashscreen, select "Paint UV Mapped Mesh (Per-Pixel)"
Select the folder icon and choose your high resolution model.
In the "Import Object for Per Pixel Painting" dialogue, keep defaults except change Texture Width and Height and press Ok.
In the Paint Room go to Textures>Import>Color/albedo Map and choose your high res diffuse map.
Go to Textures>Import>Normal Map and choose your high res normal map. Press Ok.
Go to Textures>Texture Baking Tool and set the following:
Mesh to Bake to: Choose your low poly (retopologized) mesh.
Texture Width / Texture Height: Adust as desired.
Color Map: Specify output folder, filename and file type.
Tangent Space Normal Map: Specify output folder, filename and file type.
Press Ok.
Q. How do I get the Normal Map background to be RGB 128, 128, 255 or #8080ff when baking?
A.
Q. Is there a way to specify the background color of the color map when baking?
A.
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I am trying to paint on my model using a gold smart material with my Wacom tablet and I find that with a normal even pressure I have to go over the same stroke about a half a dozen times before the gold starts to fill in. I have the Opacity set to 100%. The mouse works as expected but not the stylus/tablet. I assume this is a pressure sensitivity issue but when I turned the Tip Feel all the way to soft in the Wacom Tablet Properties that didn't really help. I shouldn't have to bear down hard on the stylus tip just to get a good flow rate. Shouldn't there be some settings somewhere to control this? Does anyone know what might be the problem here and what a good solution is besides sacrificing pen tips and tablet surfaces?
Here is a video showing the problem:
https://dl.dropboxusercontent.com/u/6647893/Forum_Help/3DC_StylusFlowProblem.wmv
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Textures>Import...that is what I was missing. Thank you so much for your help, I really appreciate it.
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Here is my current workflow:
Open 3D-Coat or File>New
Splashscreen>Paint UV Mapped Mesh (Per-Pixel)
Select Folder icon and select object file.
"Import Object for Per Pixel Painting" dialogue (leave defaults except change texture width and height to 2048) and press Ok. Note: There is no option to import any maps during that process.
Once in the Paint room, File>Import gives no options that I can see for importing textures or specifying which ones to apply to the model.
Are you saying that in order to import and apply textures to my model from this point, I have to create a temporary smart material to apply to the model via the smart materials editor and assing images and then I paint over the model with other smart materials?
What might be most helpful to me is the actual workflow that you use to do this. I am a new user and I don't fully understand how 3D-Coat works. Up until now, everything has seemed pretty straight forward but I must admit that using a smart material to do this sounds somewhat convoluted....but if that is the way that it is done, I want to learn the right way to do it so I am not forced into using another program like Substance Painter. It is always nice to have multiple options.
Thanks for taking the time to help me.
Bryson -
Where is the "PBR Editor"? I see a Texture Editor but I don't see any "blanks" or any way to add my maps to the Texture Editor.
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Hello,
I would like to paint additional PBR details on a model that already has a normal map and a diffuse map. How do I set up the model in the paint room so that my normal map and diffuse map are applied, allowing me to paint PBR materials on a new layer?
Thanks for you help,
Bryson
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Okay, thanks
I discovered two workflows which I will post below for anyone who might benefit:
xNormal
High definition meshes:
RMB>Add meshes and import your high resolution mesh.
RMB>Base texture to bake and import your base texture which, in this case, is your normal map. Check "Base texture Is a tangent-space normal map".
Low definition meshes:
RMB>Add meshes and import your low resolution mesh.
Baking options:
Output File: Specify a save location and the desired file type.
Maps to render: Uncheck all (including Normal map) and check Bake base texture.
LMB click Generate Maps button.
Blender
Import the high resolution mesh
Load the normal map for the high resolution mesh in the UV/Image Editor.
Import the low resolution mesh and in the UV/Image Editor, create a new image for the low res mesh (uncheck Alpha).
Go to Properties Editor>Render Panel>Bake>Bake Mode and set to Normals (Tangent Normal Space) and check Selected to Active.
In the Outliner select the High Res mesh and then Shift+select the Low Res mesh ( last selection is active selection).
Press Bake.
Save the Normal Map.
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I am trying to discover if 3D-Coat is able to take a high res model with a normal map and project that normal map on to a low resolution retopologized model with completely different UVs. Can someone explain how I would going about doing that if it is possible in 3D-Coat?
Thanks,
Bryson
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Wow! "Reset This Page to Default" and "Reset all Pages to Default" are right there in the Windows menu, plain as can be. No wonder why, when I researched this particular issue I couldn't find the question asked before....because if one can read, then the question need not even be asked I appreciate your answer. It has everything I needed to know and more.
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I followed a few tutorials that goaded me into really experimenting with customizing my workspace, however I don't see an option to restore everything back to factory default. When I attempt to restore my workspace, I am asked for a file but the problem is I didn't save one before I started moving things around. How do I get everything back to default without a file that I didn't save? Do I really have to move everything back manually or reinstall?
Thanks for your help,
Bryson
[Fixed] How do I pick a color under my cursor when selecting a color in the Smart Material Properties?
in General 3DCoat
Posted
Thanks for submitting that.