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LeighT

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  1. Yes, i've tried this, but end result appears... weird. So i've done depth manually using a mask for concrete surface(basically, its a desaturated concrete texture), so now i have an "editable normal map". But i faced another issue. "Replace depth" feature seemed to me as a thing that should override depth information from layers below, but in fact i have such behaviour. (screenshots included) For some reason, only edges of the brush are ignoring depth flow lower layers.(screenshot 2) What am i doing wrong?
  2. Hello! Am i new 3dCoat user, so maybe i'm not aware about some features , but i have an alike question. Ok, its not possible to edit an imported normal map. But can i convert an imported normal map to an editable depth layer? Is there a tool or plugin that could do this or it is a fundamental architectural descision and can't be bypassed in any way? Basically, my case is: I have an imported concrete surface normals from external software and i would like to paint some smooth areas on it, like plastic. But as it stands now i can only multiply a base normal layer, but not override it. Sure there are workarounds like using external software for painting those kind of details and then reimporting it back to 3dCoat, but its a very time consuming pipline. Expecially if we need to draw several channels at the same time (depth + rougness for instance). Thanks.
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