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About Cless_Aurion

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  1. Cless_Aurion

    3DCoat 2021 Open Beta test!

    Same here. I have a main 1080p display 100% scaling, to the right a 4K 175% scaling, and under the main one, a 1080p 100%scaling cintiq where I have 3DCoat. No issues whatsoever.
  2. Cless_Aurion

    3DCoat 2021 Open Beta test!

    Awesome! So happy to hear this! I'll get it up and working ASAP and give you as much feedback as I can! Keep up the great work guys!
  3. Cless_Aurion

    3DCoat 4.9 BETA testing thread

    I feel like for once I've influenced the course of 3D software, even if it was by my ineptitude at making Emissive maps! hahahaha
  4. Cless_Aurion

    3DCoat 4.9 BETA testing thread

    No problem, it will be ready when its ready! I wish we got some more video sneakpeeks though :P
  5. It does help enough! Thanks! By it self its not even close to a fix, but if I combine it with an edited AO gloss AND use Bent normal instead of regular normal maps, then it makes it look close enough! Thanks for the tip, it does make the dark parts look actually black now! @Carlosan Will we get at some point support in the viewer for AO/Cavity maps?
  6. In most PBR engines or 3D viewports, the Ambient Occlusion texture will automatically affect the reflections and kill any that are where the AO is intense. This doesn't seem to be the case in 3DCoat. Dark crevices painted black will shine brightly no matter how black or dark the AmbientOcclusion layer says it is. Is that a bug? Or maybe it hasn't been implemented yet? If so, it would be really helpful to have it working! In any case, it makes creepy dark crevices look just wrong... I have a few examples to show my point. This is the piece with the normal approach: Then this is the same, but with a small trick, which is to import an inverted AO mat as a metalness map. This will kill part of the reflections... but its not close to good enough. In a perfect world, the black parts would look reflectless, like they do when showing flatshading: Tell me your thoughts!
  7. Cless_Aurion

    Nomad Sculpt

    Oh yeah! I've been using it for a few months now on my note8 and my ipad pro. It is a really nifty app. Having some sort of bridge with it would be amazing without a doubt.
  8. Cless_Aurion

    Retopo Master Tool

    Oh! @haikalle I think I know why @Silas Merlin wants resizable brush size. One of the tools (Add/Split) will select different vertex depending on what the size of the brush is, so technically you would loose functionality if that is disabled for this master-tool.
  9. Cless_Aurion

    Retopo Master Tool

    This is... surprisingly great. I don't want to go back! Make it happen on regular releases! hahahah
  10. Cless_Aurion

    Small bug when exporting Color / albedo map

    Yes, writing 0 or using RGB values seems to fix the issue!
  11. Cless_Aurion

    Small bug when exporting Color / albedo map

    Okay, because of what you said, I explored it a bit more in depth and was able to find the truth about the issue. Apparently, it is related to me using HSL on the color palette in 3DCoat mixed with my getting black by click and dragging the lightness bar to make it absolute black. Apparently 0% lightness doesn't mean RGB 0,0,0 . The last % is harder to get to true 0%. What was happening is that actually I saw it go down to 0%, but it was higher than RGB 0.5,0.5,0.5 but lower than RGB 1,1,1. It seems hard to get to by click and dragging the HSL lightness bar down to real 0% most of the times, it will be a value between 0 and 1. It takes a few extra whole screen pans of click and drag to bring that last 0% to true 0%. So that is where the issue is!
  12. I usually use the "Texture -> Export -> Color / albedo" to export my Emissive maps. I noticed that its impossible to export a perfectly pitch black texture. When opened in photoshop the minimum value is R1G1B1 which will always break emissive maps. This bug has been happening... at least since 4.8 if I remember properly. I looked if someone notified it, but I couldn't find anyone that did. The only other inconsistency I remember when exporting maps, is that using the "store gloss/roughness in metal alpha" will always export a slightly darker map than it does when exporting the maps separately and adding them manually.
  13. It really would be amazing to have this! It is kind of messy to have smart materials that need to be readjusted literally every time when not using UV-mapping.
  14. It would be amazing to have a checkbox inside of Layer Blending that determines what constitutes an Ambient Occlusion layer and what doesn't! I usually have two AO in the program, one that includes all the scene, and one that is per object, so being able to mark which ones I want to export or to affect my smart materials would be awesome!
  15. Cless_Aurion

    Annoyed by Autosaving

    Oh god, I thought it was something limited by the OS or made on purpouse... I feel dumb now hahahah Gracias de nuevo Carlosan, you're awesome