• Posts

  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

AlienMinefield's Achievements


Newbie (1/11)



  1. I tried it with a few different tools in surface mode. Here's the result: The Live Clay result is better. The shape of the form created by the alpha looks a bit more natural but the border between the alpha and the rest of the surface is still fairly harsh. I think if I combine it with the Falloff setting, I can get it to work. Thanks for the suggestion! Interestingly, (and this might be interesting for anyone else reading this thread) as an experiment, I took the alpha into Substance Designer and connected it to the normal and height output nodes to see what result I would get. The default result with no processing looks almost exactly like the 'Clay' result I showed above. But after I ran the alpha through Substance Designer's "sRGB to Linear sRGB" node, the result is almost exactly what I got with the Blender sculpt brush. So I may just process some of the alphas this way and save them as alternate versions.
  2. Hi! I recently downloaded a pack of rock/cliff brush alphas and I'm trying to use them in 3D-Coat but I'm running into a peculiar issue with how the alphas are applied to the geometry. All of the alphas appear to bulge out towards their highest points leading all of them to have very dome-like shapes. The edge of the alphas was also very harsh usually with an easily recognizable cutoff towards the edge of the form. I imported the same alphas into Blender for use with its sculpt mode and neither of these problems were present leading to a much more desirable result. These were done in 3D-Coat and Blender using the same brush alpha: I'm not an expert on color-spaces but this seems like potentially a color space issue where 3D-Coat is giving more weight to higher alpha values leading to most of the detail being pushed to the highest point in the brush stroke. Is there a setting in 3D-Coat/the Brushes panel that might be able to fix this or is there something specific I need to do with the brush alpha textures themselves to more properly prepare them for use in 3D-Coat? Thanks!
  3. Hello, I've been using 3D-Coat for a good while now but I've never run into an issue quite like this. When I import this particular model that I've been given to texture, I noticed that there were these strange diagonal bands in the texture editor. I didn't think much of it at first but when I paint with depth information, the depth gets applied at maximum strength when inside these bands regardless of what the brush strength is. This only seems to happen with this particular model. I've included the .obj version, but I can't figure out what aspect of the model may be causing this. The bands don't seem to correlate with any of the edges on the model. There is only 1 UV set on the mesh (I've checked it in 3ds Max, Blender, and Maya, all showing the same thing). The problem occurs regardless of whether I export it as a .fbx or a .obj. This problem occurs with this model in both 3D-Coat 4.5 and 4.7 regardless of the texture resolution I specify when I import the model for per-pixel painting. Any ideas on what might be causing this? You help is much appreciated! HumanShip01_Arm.obj