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janpec1000

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Everything posted by janpec1000

  1. Just wondering, why not using cube mapping? I dont see any reason why cube mapping shouldnt be used with your materials. Works just the same as with other default smart-materials.
  2. Excellent! Thanks for letting know ahead, now i can cancel my material making task and focous on assets
  3. Very nice just bought it. Could i make strong suggestion for next update: rock and wood pack. Those two are very common in games, i would buy them instantly if you can provide them.
  4. Got aproximate date of release? Also aprox number of materials?
  5. Yes i would like smart materials aswell, where can i find them when you upload?
  6. Ye exactly. Impressive thing that GU method, i was quite happy most of time with LSCM before, but with GU there is now hardly any model that needs some retouches of UVs in 3ds max.
  7. Hm interesting, srgb does make significant difference, roughness map itself is less shiny with its turned off. What is the proper use of roughness maps with metal workflow, does roughness map needs sRGB turned off by default? Its wierd becouse Marmoset 2 with sRGB turned on makes metal rendering quite extreme on shininess, while UE4 does tone it more closely to 3d coat with its turned off.
  8. Hey Greg, thanks for tip i will try that later will let you know if there is difference. You are right about could be bunch of stuff that is separating the looks. Mostly i found the difference is in metalic lit objects, so it could aswell be something to do with SRGB.
  9. Not sure if i get it correctly, what else besides Unwrap would one use? How could you properly unwrap model without using unwrap function no matter which peeling method you use? I always use clear seams - make seams - unwrap, and then peel each selected island under GU if it isnt already.
  10. Ye that might be, altough the only thing that i have to pop into UE4 material is usually lighten/darken node which isnt expensive, altough that would be more of a problem for Unity where you cant modify materials trough raw nodes.
  11. Very easy. For pipe you make seams on each end of pipe trough cylinder edge. Pipe body UVs will be straightened 100% if you use GU unwraping method (from UV tool menu), LSCM also does alright job though.
  12. Hey, just wanted to drop by that actually i got it looking pretty much the same now, i was not utilizing roughness maps properly and metalness either. Have to say aswell that i absolutely love PBR painting in 3d coat, after 3 years using the same spec/gloss/nrml based approach i had to adopt now to full pbr painting becouse its defenetly worth it. Make some pre-ready pbr materials and pop the painting on model in 3d coat. Tested Substance painter and its not nearly as good, it has much worse performance impact, it loads materials terribly slowly, its buggy and interface is more complicated than 3d coats. So now finnaly utilizing the part of 3d coat that i havent been using before which is painting. Very unique piece of software picking very robust features with updates that is what makes this software good. GU unwraping is just one of them.
  13. Hello, Could someone perhaps explain or help me out why 3d coat PBR looks different to what material looks in UE4. Basically it seems like that the main issue is difference in roughness map. I am using metal/roughness workflow, but display of material itself is quite different in 3d coat than it is in UE4. Could it be possibly that UE4 natively does not use HDRI method for rendering, or is there simply difference in lightness/darkness of roughness map?
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