Jump to content
3DCoat Forums

Karnonos

Member
  • Posts

    34
  • Joined

  • Last visited

Everything posted by Karnonos

  1. Figured it out. I needed a new, separate occlusion and contour layer on the paint objects. Not immediately intuitive.
  2. Figured it out. The smart material does not respect the Occlusion layer already created. Plainly visible (the dark areas on both models) For some reason it wants a local occlusion layer, but this does not work correctly either. It breaks the normals on already existing paint objects and is not accurate if baked in. It results in still mostly green tarnish all over model. Please improve light based options in materials. This is just not good enough.
  3. Look at screen grab. The left object is the original high res model, the right is a low res paint object. As you can see the copper material is totally screwed up on the paint object. This happens on both release and beta version. Can anyone help me out here? Why is it doing this?
  4. Here is my first attempt at creating a PBR material in 3D Coat. If anyone likes it or thinks it is useful, let me know and I will post more when I create them. Cracked red paint. Will add grunge layers later. https://drive.google.com/open?id=0B9Fn0PckWXZXNWRSNHg5UHI2ZDg
  5. Since I had no luck explaining and getting help on my problem in the newbie forum, I decided to make a video that might explain it better. This way I can maybe find out what can be done better by me or 3D-Coat. I can't say it's an exciting video, as most of it is 3D-Coat freezing my machine while performing what seems to me a simple task, but hopefully it helps get answers to my problem.
  6. That's not my problem either. I WANT to do multiple bakes manually, because I need to change the scan depth on each object. What I don't want is 3D-Coat creating a whole new UV set for each bake instead of just adding it to the first UV set. I'm beginning to think there is no way to do this, and I need to hope for a feature update. Thanks for the replies. I'll just keep merging UV sets and use a 4k map instead of 8k. Hopefully this will be faster.
  7. No it's not. This is how I'm already doing it. It's what I DON'T want to have to do! Is there a better sub forum to post this question to?
  8. Hi, So as you can see from the image I am making a blaster which has many separate pieces. It has been retopo-ed and UV unwrapped to one map. Due to size differences, the only way to get clean bakes is to do them individually and tweak the bake depths according to need. I assumed that when I baked each object, 3D-Coat would place the result into one map also, but it creates a separate UV space every time for each piece! I then have to merge the new UV map into a single one, which takes AGES on an 8k map. This is a very poor workflow. Am I missing something? Is this really the only way to bake multiple objects into one UV set in 3D-Coat? Please help.
×
×
  • Create New...