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Deecey

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  1. Further progress. Adjusting the "Border Width" setting to 0 resolved one of the issues, now I can see the full image running across the path after it's dropped. My last resolving issue> Figuring out why the dropped image looks darker than the pre-dropped tile. It's like it's being multiplied with the underlying layer. Other than that I'm closer!
  2. OK on further examination I think part of my difficulty is that the old video uses a "Stamps" palette to specify the images to use on the path. There is no longer a Stamps palette. Further searching indicates that later that was folded into the Stroke Modes palette which I can't seem to find in the "Windows" menu. So somewhere along the line terminology appears to have changed. It seemed to me that the Tool Options palette allowed me to specify the images, but I must be missing something somewhere in selecting what mode to use. It's very confusing with all the terminology changes.
  3. Thanks again for the reply AbnRanger. Yes, that is the video I watched before trying it with my files. I understand the steps but they don't seem to be working as expected. Hopefully this brief video will give a clue. SplinePath.mp4
  4. OK let's start with this one. If there is anything else you need to see let me know. The "Skirt Base" layer is the brown leather and the linen fabric. "Layer 4" is where I wanted to drop the trim. The Tool Options palette shows the textures I loaded in for the trim.
  5. I'm totally confused. 8-) I'm working on a texture for some clothing. I used the Image Spline tool to add some trim between two materials. According to the manual, to "bake" the image path pixels, you press Enter. And then you press Esc to remove the image spline path. So ... the following image shows the result. top: The painted trim before pressing the Enter key. Middle: After pressing the Enter key some shadowing appears to be added (sometimes it's really objectionable) Bottom: After pressing the Esc key to remove the path, the trim no longer remains. All that is left are some hints of it. Like there is some sort of multiplier on the layer blending instead of it being fully opaque. I checked the layer blending setting and it's set to "Standard". It seems like whatever I have to do to "drop" the trim to the layer isn't taking. Can anyone recommend what I might be missing?
  6. Hello again Tony, thanks! I created the maps in Photoshop and Bitmap2Material. I'll explore the Models window now, thanks.
  7. Thanks for the reply Tony. Forgive my newbieness but still a couple more questions. When you say "create the trim and add it to the model's palette" ... basically I've created color, transparency, bump/normal, metalness, and roughness maps already, and they are designed to tile horizontally but not vertically. The color map is derived from photos, and the remaining maps created in B2M3. Are you saying that's not the way to do it? Also not sure what you mean by "the model's palette." Thanks again.
  8. I'm relatively new to 3D Coat and very impressed. Still trying to learn the terminology, so I hope I explain this properly. I see that strips are used to create strokes that follow the brush. What I'm wondering is if it's possible to create strips that have color, depth, roughness, and metalness combined. For example, I want to create lace or embroidered trim on a piece of clothing. Ideally I'd like to create a curve and then have this multi-channel lace or trim follow the curve after I define it. Hope this makes sense. Not quite sure how to go about this. I see there is a spline paint tool that appears to address at least part of it, but what I'm not sure of is how to create the lace or embroidered trim so that it doesn't tile and so it also has an alpha. Thanks in advance for tips!
  9. Thank you Carlosan. That is helpful to know.
  10. Hello! I am very new to 3D Coat so I apologize in advance if this question has already been answered. I have several objects that have multiple material zones, and multiple UV tiles (for example, a character that has 13 material zones spread across 6 UV tiles). When you import the OBJs into 3D Coat, each material appears to be created separately, even when "Treat materials as separate textures" is unchecked. So when I export the textures, I get 13 texture map sets for each material. How do you handle multiple materials so that 3D Coat combines each material on a a UV tile so that there is only one diffuse, one normal, one roughness, and one metallic texture output for each UV tile? Thanks in advance.
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