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Shift Studio

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Everything posted by Shift Studio

  1. Hi Carlosan. Thanks for that technique. I still would like to clone colour and depth info at the same time, and this doesn't allow it. And the depth I'm referring to is coming from an imported normal map. Any other ideas? --shift studio.
  2. Thanks Carlosan. This doesn't seem to work when the depth info is coming from an imported normal map... Would love to just get that normal map into a regular 3D coat layer that contains depth info. Can that be done? Thanks, Shift Studio
  3. Hi Carlosan, I'm using v4.8.14. I tried using a different shader in the sculpt workspace and that worked! I'm surprised, but as I think about it I guess it sort of makes sense. The shader I was using was 'Skin' in the Misc. folder. Thanks, Shift Studio.
  4. I'm having the same issue you're describing in the first post. Changing the shader seems like a strange solution. Did it work for you? Thanks, Shift Studio.
  5. Thanks again. #2. I just tried it with 'Crazy Bump'. It worked okay, but I felt like I was fumbling around a little #3. I used Hardlight - it seems good to me... --shift studio.
  6. Excellent Digman - thanks! I did not know the FYI (I fumble in 3D Coat as I don't use it much.) - but I guess it makes sense. Where did you do step #2? For step 3 - what blending mode in Photoshop ('overlay' or similar I guess??)? Thanks, Shift Studio.
  7. Thanks Carlosan and Tony. I'm finding I can do an okay (not great) job mixing the two height maps using opacity. Would you guys agree that there should be some options for blending the layers of a smart material (other than masks or conditions)? -- Shift Studio.
  8. @Carlosan. Right - thats exactly what I tried to do (see first post). The problem is, the material only gets height from one of the layers (the one on top in the material editor). The only way around it that I have found is to lower the opacity of the top layer. Unfortunately that makes neither layer's height full strength. Is there a way to get height from both texture maps? Here is a link to one of the materials I've been testing with >> https://freepbr.com/materials/worn-out-old-brick-wall-pbr-material/ Any ideas? Thanks for sharing your time and knowledge! --shift studio.
  9. Thanks Carlosan. I had watched those videos just yesterday looking for an answer to my question. I did learn a thing or two. Specifically I had never noticed the feature/option 'View/Show Displaced Mesh'. Its definitely a step in the direction I want. But ... unfortunately, I still don't know how to use a displacement map and a normal map together in the same smart material. Is it clear what I'm after? Thanks for any further insights. --shift studio.
  10. In many purchased / downloaded texture sets, both displacement maps and normal maps are included, and the smart material doesn't look right if one of the two isn't used. Unfortunately, I'm new to building smart materials and can't figure out how to do it. The best I've come up with is making first layer with displacement map, and another layer with only one channel, plugging in the normal map. For the 2nd layer described, I increased its intensity to 200% and lowered its opacity to 20%. Thats not right and doesn't look too great either. Any help would be appreciated. Thanks in advance. --Shift Studio.
  11. I don't have an answer sorry, but I recently hid some faces of a retopo object, did some UV seams, then unhide the hidden faces. This corrupted the retopo object into a big mess (really large faces going in all directions). I went back to a previous version and continued working. Two days later I see that all 40+ retopo objects were also corrupted in the same way. I believe it happened at the same time. I'm currently in the process of building a new file with old (uncorrupted) retopo objects + the new ones created since. Its pretty frustrating, and I'm curious if anyone has any insight into why this happened and how to prevent it from happening again. Also, if anyone knows, is there a maximum number of retopo objects - I'm going to merge them to some extent, but as of now there are about 50 objects. Thanks, Shift Studio.
  12. Thanks Fluffy. My scene Scale was at 230 or something like that. I'm not entirely up to speed on how the scale works in 3D coat - I guess I had better figure it out! will report back about the original issue. --shift studio.
  13. This is happening to me as well with version 4.8.04. In the sculpt room I choose 'retopo via decimation'. When I go to the retopo room, the retopo object is shown in the palette, but is nowhere to be found in the viewport. Except on one occasion it was there, but it was much too large. And once or twice it worked as I expected. I'm unsure whats going on, or what I've done differently. Thanks in advance for any help. --shift studio.
  14. Hi Guys. So, I've been trying to deal with it as it is, but as I get more into 3D coat I really, really find it disruptive. I use a Wacom tablet and pen with the buttons turned off. In the MacOS version, there is no way to access the right-mouse-button-click via the Mac keyboard. For MacOS, the Windows 'Control' key functionality has been mapped to the 'Command' key as it should be for a Window>Mac conversion, but ALSO, the 'Control' key should be mapped to RMB-click too. Besides Control key working as RMB-click, it should not mirror the functionality of the Command key. I hope this makes sense. Any chance this may be fixed in future MacOS versions? Any work-arounds? Thanks in advance! --Shift Studio.
  15. Thanks Tony. I did go for an import without voxelization - so there is a surface mode mesh object now. Is there any way of fixing the mesh using 3D coat tools before voxelizing? I tried Geometry/Clean Mesh and similar. Did you happen to download the .3b file and give a try? --Shift Studio.
  16. Hi all. When I try to voxelize this object for sculpting, it turns out incorrect (missing parts, voxel columns going off all over the place, etc.) I imagine it has to do with some poor geometry, geometry with no thickness, non-closed geometry, etc. but I'm hoping there is a way to fix it in 3D-Coat, or at least tell me the minimum that needs to be done to the mesh outside of 3D Coat. https://www.dropbox.com/s/ua7ie50t7ygxmi3/Pirateship.3b?dl=0 Thanks, in advance! --Shift Studio.
  17. I got it solved - this is embarrassing - in all my testing, I only tried one brush Alpha... and it's 'Brush Option/Depth Modulator' was set to '0'. I don't know why?? Thank you Carlosan and Gary - I appreciate your help. --Shift Studio.
  18. Hi Gary. Thanks for the response. Yup, I knew that one already. I see I didn't mention it above, but this has been working in the past - its just been the past two or three days. Whats the second port of call? Thanks!
  19. Hi Carlosan. Yes - I believe I am. I've tried numerous tests, but in particular import OBJ with UV maps or UV Automapping. Thoughts? --shift Studio.
  20. Hi there. On all types of painting, using regular or smart materials I can't get any depth to paint. Strength of Brush Depth is set to 100. Layer Blending's 'Depth Opacity' is also set to 100% Tried on 3D Coat v4.7.7 and v4.5. Using OSX 10.11.6 - El Capitan Any ideas? Thanks in advance! --shift studio.
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