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toomanydemons

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  1. Wish someone would've gotten this to work. The combined tools of both apps is monster.
  2. To answer your question, I wanted to avoid the extra vertices involved in flat shading, and thought to make it all a single smoothing group. Thanks for the input ^^ so in this case I'll use hard edges for the cereal boxes and things, that should work. It's very easy to blame 3D Coat if things look off (simply because the software is so buggy). But I'm glad that normal maps are working as intended. I would have shelved the software otherwise. Ty reminding me about angles! It's something I learned about (particularly for making cylinders look decent) but forgot along the way.
  3. I believe you may have your auto-smooth on sir. There are no hard edges on this model and all normals are a single smoothing group. I'm certainly not that sloppy.
  4. I still don't understand why you say my normals have hard edges. Am I missing something? can I see a screenshot of this, because according to my Blender file here, there is only one smoothing group.
  5. OK so yea it does look like the import normals option for Unity and Blender are broken. However, a newly created blank preset does read correctly. That's a relief. So as long as I avoid 3DC's presets I will do fine. Thanks for your insight about the hard angles @Emi After running more tests I can confirm this the problem with the box objects.
  6. It seems when I change the lighting on Sketchfab, the normal map errors are becoming apparent. So you may be right, this may be an issue with this model. Thank you. I've had several people take a look at this issue on Discord, I will run some more tests with them. Cheers! PS. I am curious if you can get anything to look good using the import texture button to bring in a normal map, using the Unity (or Blender) preset. If you can, please tell me how you did it!
  7. All of that being said, I am aware of the hard angle rules for baking normal maps. Considering that these are super tiny low-poly cereal boxes, I didn't think it would be an issue. I will take your advice and investigate further. All in all however, I'm getting some pretty nice results everywhere else: https://gyazo.com/184d39716173d4e68588122d26205d5c
  8. There are no hard edges on the model. I'd be happy to jump on call with you personally and explore the situation. (https://gyazo.com/3386ce721adff5f6ead5849bdbed9373) According to its documentation and settings explained by Allegorithmic staff, Unity uses MikkTSpace. I have never had a problem with hard angles on a model if the cage is constructed correctly. Also, I have built at least a thousand hard surface models. (https://sketchfab.com/toomanydemons) (https://www.artstation.com/toomanydemons) My dicord handle is TooManyDemons #2125. Cheers! All of that being said, I have run some very recent test bakes using just cubes on very new geometry, considering the fact that those previous models are rebuilt from ones downloaded on Blendswap. I still ran into issues. Additionally, those issues do not exist in Substance or Sketchfab, sorry.
  9. Thanks I hope it gets solved too. As for the rectangle boxes, I should not have to do anything to make those work. I should not have to add edge loops or unwrap differently. The main reason is that those normal maps look great in Substance Painter, Designer, Unity, Unreal, Sketchfab, Marmoset, and Blender. I shouldn't have to change the vertices and UV's of a model to make it work in 3D Coat. That is an obvious sign that things are broken. I've been keeping an eye on 3D Coat as a viable replacement for PBR painting. I hope that happens in the future but in order for that to work, the normal map continuity between software must be addressed. It is extremely important, for 3D Coat as well (and everyone who tries the software in the future). Given the tantalizing advertisement on 3D Coat's home page, it all looks very appetizing!! This normal map issue must be addressed ASAP, and put at the very top of the list, while people are still jumping ship from the Adobe acquisition of Allegorithmic.
  10. Now, if you bake in 3D Coat, your objects will look perfect. However, the exported normal map will seem a little off in other software. In a nutshell: When I bake normal maps in 3D Coat, they look a little off in other software, even though they look fine in 3D Coat. When I import normal maps into 3D Coat, they look a little off, even though they look fine in other software. The lack of continuity here cannot be fixed by any option from any menu from my thorough (thorough...) examination. I spent nearly a whole day trying to figure this out. And even if I did find some sort of workaround, software shouldn't work that way. It should work as intended and not rely on any sort of hacky fixes or workarounds that would snag newer users and force a google search. If the most obvious path isn't default then there's a problem with the software. If "lock normals" did in fact make a difference, then it should've been checked by default since this workflow is common.
  11. In all other software, those surfaces are perfectly flat: https://gyazo.com/afcb33cb529cbc8ac887d3ec1e330462 https://gyazo.com/93fd4f7a6f01a5f7e008e0b64825caf3 This sort of error is hard to spot, especially on organic models like most 3DC users would be accustomed to creating. Factor in that most users only use 3DC for a few of its rooms in their workflow, it may be that fully half or more don't even paint in 3DC. So you can see how this sort of error can escape detection for years.
  12. Let me better show you. Here is a link to a gif, of me trying to fix the issue: https://gyazo.com/e90a0ab735832b55b22858159f314095 The triangles leave a dark halo no matter how perfect you may seemingly get. This is the reason no one has really noticed this error until me. Although if you are experienced in 3D Coat you may have noticed this whole time that your normal maps seem a little off in other software. So, this is what your box objects look like: You see the problem?
  13. Locking normals also does not work. In fact, I've tried everything in every single menu that relates to importing or normals. The fact is, 3D Coat's viewport renderer simply does not see normals correctly. Things in your screenshot may seem correct, but take a look over here. Here is your screenshot with an indicator:
  14. Also, here is the high poly model if you would like to bake directly in 3D Coat. The normal map shows up fine in this case, but doesn't look as perfect in any of the other aforementioned softwares. https://www.dropbox.com/s/rk4fj6stn0s43xo/Atlas 1_high.obj?dl=0 I hope these normal map issues get fixes asap. 3D Coat's front page looks juicy and may draw a large market, but normal maps have to be flawless for that to stick.
  15. Edit: After some testing, I still can't get an imported normal map to show up correctly. there are always shading issues, however subtle. Also worth noting is that the normal map looks fine in every other software I try it in. This is a serious show-stopper for me. I have been looking for a viable replacement since Adobe bought Allegorithmic. But there are normal map issues in 3DC that don't exist in any other software I port to. I can bring the normal maps into Unity, Blender, UE4, Substance (Painter & Designer), even sketchfab. 3D Coat is not reading normal maps correctly. I wonder how long this has been an issue and no one noticed...
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