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Fluffy

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Posts posted by Fluffy


  1. Glad that it helped, and yes 3D Coat really is a treasure trove of features just waiting to be explored!  :)

    I must admit despite owning both Substance Painter/Designer and Quixel neither of them get very much use in my current workflow as I find the tools in 3D Coats Paint Room to be more than adequate for most tasks and constantly switching apps and importing/exporting files can be such a pain at times. :D

    • Like 1

  2. A good alternative to the Text tool if you want to achieve really sharp accurate edges is to create a bitmap in Photoshop then load that using the Logo tool in 3D Coat (you'll need to load it into the Stencil Texture field, you can leave the Top/Bottom Texture/Bump Texture fields blank).

    Example:

    TEXT1_small.jpg.f7e037696f7d22ec6c3bb8ff68bf4d6a.jpg

    The image needs to be reasonably high resolution to avoid pixelation (the original size used for the above image that was imported to 3D Coat was 2048x512 pixels).

    3DCTextWithLogoTool1.thumb.JPG.52d7ac1f49e8a3a716a5348325cc7d1c.JPG

    3DCTextWithLogoTool2.thumb.JPG.ce3943883969919203ffb2925f711146.JPG

    As you can see from the above images the results are very clean and there are no lumps or jagged edges.

    Be careful not to set your Image Size in Scene or Thickness values too high, as the resulting objects tend to be rather large and the process is quite memory intensive (it can also take a few minutes for 3D Coat to process the image and display the results depending on the resolution of your original image and the settings you use in the Logo tool window).

    • Like 1

  3. On 10/1/2017 at 4:41 AM, MonolithTyriss said:

    Where in the world did you get that menu from??  The only 'properties' window that I get is like this: http://prntscr.com/grsk0h

     

    The one you show up there doesn't exist.  And if I go into advanced in that menu I just linked to, I can see a 'reverse' check for each axis.  But when I check that and hit close, the setting for reverse is instantly cleared!  I'd guess 3D coat is over-riding the settings, but within 3D coat there is no setting to reverse any movement axis!  Is there perhaps a piece of software for the 3D mouse that I missed installing?

    I'm still using an older version of the driver.  I did upgrade to their latest driver at one point and had several issues with it, and it seemed to be limited by comparison while adding very little additional functionality so after reading a lot of very disgruntled comments on their forums from users complaining about their new drivers I decided to keep using the one I had previously (Release Version 3.17.7).  There doesn't seem to be a link to it in the 3D Connexion Legacy Driver archives, the closest available version would be 3.18.0 which you can find on their archive page.


  4. Firstly you may want to update to a newer version of 3D Coat, there have been quite a lot of changes since 4.7.24.

    That being said this sounds similar to an issue I've encountered a few times recently where, upon reloading a saved file, the retopo mesh no longer snaps to the surface of the sculpt object.  Right-clicking the corresponding layers in the VoxTree and selecting the To Global Space option before trying to adjust the retopo mesh seems to fix it, but the same issue will sometimes reoccur the next time the file is saved and reloaded, despite no alterations being made to the voxel layers in question.


  5. While Second Life doesn't support PBR it does have support for normal maps and specular maps (as well as specular exponent and environment intensity), and since any baked lighting on the diffuse map would clash with the real-time lighting for anyone with ALM enabled I would personally avoid using it unless absolutely necessary.

    If you want to export textures for use with Second Life "materials" then you'll need to create a new export preset using the export constructor (Paint Room > File > Export Objects & Textures).  Based on the information on SL advanced lighting and materials found here it should look something like this ...

    3DCSLExportConstructor.thumb.JPG.9afe4861938f122d558e476b64fb67c1.JPG

    If you don't want to use normal/specular maps you can bake a diffuse map using Textures > Texture Baking Tool, or if you want the color information of a single layer (or want to export to PSD format keeping all the layers intact) then you can do so via the Layers > Export > Color or All Layer Color options.

    3D Coat does have a Light Baking Tool (it's the last option in the Textures menu of the Paint Room) but as far as I can tell it works on a per vertex basis rather than with low poly models (when I try using it on a low poly paint object the lighting seems to fade as it gets further from each vertex/UV), so you'd need to bake the lighting info to your original high poly sculpt (make sure you have Show Voxels in Paint Room enabled and turn off the visibility of all your paint objects), then use Bake Sculpt Mesh Update to Paint Layers option in the Retopo room Bake menu to transfer the resulting Direct Light Map to your low poly models while preserving any existing layers.

    You may also want to take a look at the info in this thread Bake lighting to color.

    • Like 1

  6. 2 hours ago, RogerWalco said:

    I'm currently thinking that my trouble is that i am UNIFYING UVs....which resets everything to the #1 material.

    I don't really understand how 3DC works w. multiple materials on a single UV space--i see greyed out stuff until i unify....even when the OBJ started out unified already.

    So this may be my area of weakness. Kindly illuminate me into a correct workflow, O Swamis!
    Thx-
    R/.

    If you're seeing greyed out areas in the UV room then you may have the wrong UV set selected.

    3D Coat does seem a little confusing when it comes to differentiating between UV sets and materials, if you Unify UVs then it also "unifies" the materials, similarly deleting the unused UV sets will then delete the corresponding materials.  That being said I'm not sure if this could be considered the "correct workflow" but here's what works for me.

    1. Import the .OBJ model using either the UV Map Mesh option in the Start Menu (Shift+M) or by going to File > Import > Model for Per Pixel Painting.

    3DCImportPPP.jpg.b2dd8e5e3a55919e441be4b4586b5c11.jpg

    2. Modify the UVs (using the pulldown menu to select the correct UV set for each material).

    3DCChooseUVSet.jpg.92a5d0a01d870c6efed3c2a5f824de38.jpg

    3. Once you've finished editing your UVs just hit Apply UV-Set then export your object.

    (tested & working on v4.7.36 and v4.8.01)

    If you need to unify the UVs in order to view them all simultaneously when editing them you can always use the pulldown menu just to the right of the UV Set Selection menu to move selected islands back to their correct UV sets afterwards.


  7. Did you try saving a config specifically for 3D Coat using the options menu in your 3Dconnexion properties window (you may also want to turn on Automatically Save Configurations). These are the settings I'm currently using for my 3D mouse.

    3DMouseSettings.thumb.jpg.b8766d7196bac828036b7fea082c6d85.jpg

    It's been a while since I had to set my 3D mouse up but I do vaguely remember struggling with lost settings and I'm pretty sure it had something to do with setting up & saving custom configs for each app.

    • Like 2

  8. Did you try rebaking using different Normal Map Software Presets to see if any of them gave better results?

    3DCNormalMapPresets1.JPG.6570a825a63b87022e8d34cc2427c848.JPG

    I'd recommend starting with the presets provided, and testing each until you find the one that works best.  If the results still aren't quite right you could then try going to your Preferences and tweaking the individual settings for whichever preset gave you the best output to see if you can further improve the results.

    3DCNormalMapPresets2.thumb.JPG.1aada1d43dd861b5f926e746270d94d3.JPG

    Don't forget to make a copy of the preset before changing the settings (select the preset to edit then choose Add Normal Map Preset from the Normal Map Software Preset  pulldown menu) so you don't overwrite a preset you may need later.  And if you happen to find the perfect combination of settings for Daz Studio and/or Simlab don't forget to post a screenshot of them for future reference! ;)


  9. Hi all, long time 3D Coat fan and forum lurker here. I'd been heavily into 3D for quite a few years (mostly using 3DS Max and Maya) before discovering 3D Coat, but pretty much fell in love with it instantly and now it's my weapon of choice for almost everything.  Looking forward to contributing here and hopefully learning a whole bunch more in the process. :)


  10. I ran into a similar problem recently and the problem seems to be that the shaders bumpiness/depth setting isn't scaling with layer resolution during baking.  As the voxels increase in resolution the shaders texture scale, etc decreases accordingly but when you bake that shader information to a low poly model the scaling isn't being applied to the bumpiness setting of the shader.

    To test this I created a quick test object, duplicated it and then increased the layer resolution on the duplicate to x4,

    3DCShaderDepthIssue1.thumb.JPG.5a9a28bc4aa0b6cb60451526b9ff08d4.JPG

    then I applied the clay shader to both and baked them,

    3DCShaderDepthIssue2.thumb.JPG.61395e5c109733c04f05f6d79ed63cf7.JPG

    As you can see the version baked from the x4 voxel object has the same issue you described, while the x1 version appears as expected.

    Just to test the theory about shader bumpiness not scaling with voxel density I went back and changed the shader settings for the x4 voxel object and reduced the bumpiness from 10.0 to 2.5 then rebaked.

    3DCShaderDepthIssue3.thumb.JPG.0291ba7d780de1839669f2270a315ebc.JPG

     

    So as a quick workaround try editing the shader settings on each of your voxel layers, divide the current bumpiness value by the voxel density of the layer and that should fix the noisy normal map issue.

    • Like 1
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