tekgecko
Member-
Posts
35 -
Joined
-
Last visited
Content Type
Forums
Calendar
Gallery
Everything posted by tekgecko
-
Export all normal data as a displacement map
tekgecko replied to tekgecko's question in Questions & Answers
Fantastic, thanks so much for your detailed reply! -
Export all normal data as a displacement map
tekgecko replied to tekgecko's question in Questions & Answers
Thanks Digman, baked the normal from high res sculpt from retopo room yes. -
Is there a way to take all height / normal data from the paint room and export it as a displacement map? I tried textures > export > displacement map of visible layers, but it saves a completely black image.
-
Everything done in 3D Coat. Still needs some work I think but I am done for now
- 1 reply
-
- 2
-
When saving a brush preset in surface mode I save the brush making sure that Alpha is ticked in "What to store". The saved brush shows the correct alpha in the thumbnail. When clicking off and back onto the brush the default alpha is selected, not the one I have saved. Is this a known issue?
-
Was just wanting to clarify the workflow with the multi resolution option (just upgraded from 2021) Is proxy / caching redundant now? Would the best workflow be to block out base forms in voxels, switch to surface and add multi res for details? Where does the auto subdivision capability of surfaces come in? Can this be used with multires?
-
So nearly 3 years later and this still isn't in place. I just renewed another year, any updates on this?
-
I am wondering, now Voxel mode has access to brush modifiers such as auto subdivide, what is the purpose of surface mode? When should we change? Before, my workflow was to sculpt the basic form in Voxels, then switch to Surface for the high-res details. Is this workflow the same or is there not as much point in surface mode now?
-
I forgot to ask in my original post - Is there a chance this will be done in the next year, before my licence runs out?
-
That's great news! Can't wait to try it!
-
Just upgraded to 2021 and loving it so far. Interested to know if smart materials will get access to the node system that shaders have at any point? Would be really nice to procedurally paint models.
-
Can someone explain layer locking in the paint room?
tekgecko replied to tekgecko's topic in General 3DCoat
I Understand the description, just not the workflow. I assume if I am painting in LOW resolution I want to keep the layer unlocked? Otherwise when I switch to a high resolution version it won't be upsampled? Although the description is saying it SHOULD be locked. -
I am very interested in using the texture resolution feature to paint in a lower resolution for performance. However whilst going back and forth between resolutions I would like to preserve my stoke's quality. I assume you use layer locking for this but I don't quite understand the workflow, for example when would you lock/unlock a layer?
-
Awesome this worked thank you!
-
[Solved] Changing Texture Resolution Creates Seam Artifacts?
tekgecko replied to tekgecko's topic in General 3DCoat
True, but even in a less conspicuous place that is a LOT of distortion. I found I had the depth channel on one of the smart materials set to 100% but with no detail. Disabling this seems to have fixed the issue. -
I am using Affinity Photo to edit some textures in the paint room using CTRL+P Is there a way to get these edits back into 3D Coat and apply the changes to the model? I don't really want to have to save out the images from Affinity and then re-import as this loses the layer stack. Any ideas?
-
Thanks a bunch!
-
I know this can be baked in substance to let a SSS shader know the thickness of a model. Is there a way to bake this in 3D Coat?
-
Great thanks
-
It seems like I have several versions of 3D Coat installed on my machine somehow. I assume that it did not remove the old version when doing an upgrade. Can I remove these old versions? Screenshot attached. Thanks!
-
Yes I did. As you can see this problem was already solved though, thanks!
-
Perfect thanks so much!
-
Thanks but I don't think this covers my question. I have a UV mapped mesh which I have painted. I now want to send this mesh to the sculpt room and KEEPING the colour information I have painted onto the UVs by converting it into microvertex colour. I have read the thread and watched the video but I am struggling to get it.
-
Thanks for your reply, though I want to take my Per Pixel paint data which is on a UV and convert this into micro-vertex paint. Is this possible?