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About andykarta

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  1. andykarta

    Textures too bright

    When I export my texture with the obj from the file menu it's way too bright. Even when I turn off all the other channels, no change. I then export the color texture through the texture menu and it's right. Why won't it export the same way when I export all the texture channels at once from the File menu? Are other channels getting ruined too? Should I just export every channel separately until this is fixed? Is it some arcane setting I'm not setting?
  2. andykarta

    Export Channels to Cinema 4d

    If you don't know the answer is just say so. No one will judge you. Making me watch forty minutes of video that doesn't answer my questions is just mean. This is the third post in a row where your answer has been worthless. I should go back to zbrush. The interface is harder but the community actually tries. Have a nice day, sir.
  3. andykarta

    Cant Import Substance Painter Textures

    I've been using Tif files cuz tga and png don't make thumbnails. I was at .03 for some reason. Updated now. Same thing happens. I only use the Textures Import menu. And again, the weirdness here is if I make a new photoshop file, even my favorite tif format, it works hunky dory. So something's happening under the hood. Could it be something with the proceedural alpha I'm using in SP. Just a shot in the dark but I applied only red paint and it imported fine. But the crazy stuff makes Coat say 'no way, no how'. In fact, it doesn't even say it. No error no nothing. And there is a UV map in case you're wondering.
  4. andykarta

    Export Channels to Cinema 4d

    What channels in Cinema 4d do I place metal and glossy files from 3DC? Is roughness bump? Does paint depth alter the mesh that is saved to the obj file or does the original mesh remain pristine until I apply the displacement map in Cinema. I've heard 'rumors' that you should export the mesh before you paint because the Obj file will record the displacement from the paint as part of the original topology. Say it ain't so. Should I use the diffuse or color channel in Cinema for the color map in Coat. Is there a best practices for exporting textures to Cinema? Assume standard renderer please. Will PBR paint work in Cinema using the built in Cinema renderers. I'm still deciding whether to buy Octane or Redshift so lets assume the Cinema renderer. If I want to use Octane or Redshift do I need to do anything to prepare in Coat before I transfer to Cinema? What about using Arnold in Maya? Any special things to deal with that I can't do in the Maya hypershade (or can do much better in Coat). If I plan to bake a new normal map is there a way to save the already painted layers or should I save them as textures and then apply the bake. I know there's a sculpture update tool but I'm probably doing something wrong cuz it doesn't work. (But that's another question for another day).
  5. andykarta

    Cant Import Substance Painter Textures

    I've made a set of textures in substance painter and want to import them into Coat. Coat doesn't seem to want to take them. It just does nothing. It doesn't even think about it or freeze. It's like it said, 'nope.' I can open the same textures in Cinema 4d and they look right. I'll then save it as an obj with the textures and try to open it in coat. And the obj opens and there's a new paint layer. But it seems blank and doesn't appear on either on the tex editor or the viewer. But then....I open the substance painter files in Photoshop and just create a new file of the same size (4K), paste in place, save as a tif (same format I saved originally though I've also tried jpeg) and it imports fine. But then I open up the same kind of file but one I made in Coat and it opens just fine even if the UV map is different. After the troubleshooting I've done, I believe the 3D Coat and Substance Painter are feuding. I really don't care about doing the extra step to get things workin. But this is totally out of left field and I want to know what's going on for when it becomes an issue since I plan to use both programs a lot.
  6. andykarta

    2k or 4k

    Wow, thanks, I guess.
  7. andykarta

    Hard Surface Modeling on Clothing

    I'd rather not have any displacement maps. I'll definitely have normal maps.
  8. andykarta

    2k or 4k

    I have arnold from Maya but I'm thinking of getting Octane or Redshift.
  9. andykarta

    2k or 4k

  10. andykarta

    Hard Surface Modeling on Clothing

    I'm making a uniform for my animated superhero and there's some hard surface modeling. I can paint with depth or I can sculpt some of the detail. Sculpting fine detail takes A LOT longer but it lets me paint the model without a bump or displacement channel. Anyone know which is better in what situation?
  11. andykarta

    Brush stamping

    Hi all. I want to make a single exact copy of the alpha on the canvas. I did it once. But I can't do it now. I know about brush spacing. But that's not doing it unless I'm doing it wrong.
  12. andykarta

    Thickness and autotopo.

    Wow, I get to talk to the experts and the masters. Why do I not come to this forum more. Yeah I'm making a bodysuit so there's extra loops put in the critical areas. Luckily I don't have to worry about fingers since I amputate the hands. But I gotta tell you, a 10 thousand poly bodysuit seems to work amazingly well with almost no touchups The only problem is the neckhole. I got gauntlets to cover the armholes and boots to cover the feet but the neck is really obvious. I may wind up making a separate collar and rigging it separately. But even the Daz magus collar which comes with Daz sometimes deforms wrong in very obvious ways so I'm trying to keep this as a one piece suit. I may just make a tube, mess with it a little and parent it to the neck bone. Cuz without the neck autotopo takes minutes, not hours.
  13. andykarta

    Thickness and autotopo.

    Thank's @AbnRanger. I don't want to seem ungrateful because that is a great technique that I will definitely use. What the videos say is put a mesh cap on top of the holes and then delete the cap's UV topology. But you're changing the topology. And yes I know we're RE TOP OL O GIZING which kind of means the same thing as changing the topology. But that was the previous step. We're designing outside of the design phase and I'm trying to learn how to do this animation stuff like a professional so animation people won't point at me and snicker. That sweater looks like it might have been made in Marvelous Designer (which I just got in December for fifty percent off, and not the unsupported crashy steam version, so yay). They want you to blend the mesh with he cap so it's smooth. That's not always possible without destroying the Marvelous Designer goodness like folds and fluffy collars. You know what, the bottom line is that I'm being a wimp. The answer to this question is simple. Just manually retopologize the damn thing (though that's not always possible when you have draping folds either). Coat has the best retopology tools in artdom. So yeah, good to know but I guess the answer to my question is stop being lazy and learn to drive a stick. Though any other advice on this would be quite welcome.
  14. andykarta

    Thickness and autotopo.

    Hi all. I'm making a bodysuit from the mesh of a Daz genesis 2 model in Coat. I first amputate the arms, head, and feet in Cinema 4 d to create holes in the bodysuit. Then I import as an obj. Then I auto topologize and it looks aweful. Just in case it matters I need to import the mesh as a surface object. Because as a voxel object there is terrible mesh terribleness where the two arms are connected by an unwanted thick mesh between the arms like a big rubber band. But if I make it a surface and then subdivide to five millionish polygons it goes to voxel just fine. But autotopo takes forever and often crashes. When there is no thickness and the arm head and feet holes are closed, autotop works beyond expectations producing a beautiful mesh. But I want holes and thickness. It's a bodysuit. Anyone have any ideas.
  15. andykarta

    UV Mapping Etiquette

    Actually I found a solution. After I rigged in Daz I used a bridge called GoZ and UVed in icky zbrush. But yay. Coat needs more bridges. Zbrush's UV tools are so not as good.