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kwiknip

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  1. Oh, I see what you did there. I'll give it a go, your results look outstanding & this is good to know how to go about it in 3DC, greatly appreciate your time!
  2. Ah, Thanks this clears up a lot of conflicts for me! Question:. Is it possible to bake AO, SSS, and Indirect-Lighting per-vertex in 3DC? I couldn't figure out any methods reading the manual.
  3. Hi, I'm at my wits end trying to utilize 3DC Fill Tool (Layer/Surface/Object) and "Import for Vertex Painting/Big Reference" features to produce high quality Vertex Colored or Shader Meshes. Basically every attempt has resulted in a significant loss of detail when 3DC macOS 4.7.28 converts pixel texture data to vertex colors like this example: 3DCoat Vertex painting - painting with procedural textures. I'm hopeful that I've simply overlooked a feature in 3DC but thus far switching layer modes S/V, etc. doesn't yield better results, so I'm at the mercy of the community's help. I've searched the entire forum already and haven't found another topic addressing how best to go about this however my workflow for the objects I intend to create relies heavily on this styled approach. I'm sure I could take the time to increase every mesh resolution and focus on poly-painting every detail up close but I'd like to take the lazy man approach and simply import a bitmap texture and allow 3DC to initially fill or flood the mesh vertices first to save time on multiple objects that will import into Unity at the end of the workflow. Blender's Bake U/V Texture to Vertex Color Tool is another example of how I wish to achieve this, but would prefer to accomplish within 3DC if its possible.
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