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Innovine

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Everything posted by Innovine

  1. I notice that in my baked and exported normal map, some of the islands have been rendered inside out, so that what should be bumps, is actually a hollow. How can I fix this? It looks fine in the paint room, but when i load it in substance some parts, not all, are inverted. Any ideas what has happened, and how I can correct it? In paint room: https://i.imgur.com/MJ9CnK5.png And in substance painter: https://i.imgur.com/HO8qqkS.png Edit: it could be that this is an issue with substance, because if i import the mesh and normal map into unity and put them together, it looks ok.
  2. Does the shader effect the bake??
  3. I have a sharp discontinuity in the middle of my pose tool selection, between green and yellow. There is no smooth transition at all, it's yellow, then it's immediately green. I have reset the falloff curve to the default, or set it to a single straight line, or any other variations, and the discontinuity is always there. When I follow up with a Move operation, I get a harsh line across my sculpt along this discontinuity. Can anyone help?
  4. Something like "Crumple" in zbrush.
  5. How would you go about creating a surface which resembles crumpled aluminium foil, with all the little ridges and faces?
  6. This video mentions a very quick way to do it
  7. Thanks. I'm doing this. Why are mine all blurry? I believe his exact words when this message came up were "blahblahblahblahblaah".
  8. There are no options related to bit depth when exporting Displacement maps. There's only the grey´/black level, normalization, and the choice of file format. I've gone through each file format now, and exported with different normalization settings, and notice that each format is 8bit, apart from .tiff, which is 32bit. AND, with the tiff image, it looks much lighter/brighter than the others. The "Levels" tool in photoshop looks identical in each, so I am at a bit of a loss to explain that. 32bit greyscale tiff, zero is black, normalized: 8bit RGB png, zero is black, normalized: I do see a little bit more detail in the png, which maybe suggests its getting lost with bit depth.. I guess the next question is why the 32bit tiff doesn't look as normalized? Photoshop shows the output level to go to 255 in both, is that a PS limitation? The EXR is also 32bit, and looks brighter like the tiff. I still can't see all the detail though... is it just possible that the detail is there and not visible to the naked eye without lighting effects? I've tried transforming my object larger and smaller, which does not seem to make a difference. Does anyone know what the message on outputting means: "Depth factor for saved texture: 36,029" ?
  9. Thanks for that, I hadn't seen it. I did find a different tutorial on the sam etechnique for exporting Displacement maps, which I've tried, but the result is quite similar, the exported map is soft and blurred. To give you an idea, here is my sculpt room: Then I create a retopo mesh and bake a displacement map, and I get this: Now, although the contrast is very poor here, I think the detail has mostly been baked ok. For instance, the cracks in the 3 o clock position are still visible. Then I export the displacement map and I get: Those cracks and the fine details have all disappeared. It looks pretty low resolution to me, even though the filesize is 2k (bigger than first image above where there is plenty of detail). Am I doing something wrong here? I was expecting the heightmap to look something like the first image..
  10. I am looking for a way to get better heightmap data out of 3d-coat. The "Export Depth Along Y" creates an EXR file with the heightmap, but it is blurry and soft looking, and if you also generate the normalmap, you can see the rest of the detail goes in there. Is there a way to get a pure heightmap out of 3d-coat, containing all the available height data?
  11. Could you do me one big favor, and that is, if its possible to go from the UV'd isosphere's heightmap back to the equirectangular projection, can you suggest how? Your trick with the environment map and mirrored surface was great, now how do I do it backwards?
  12. My software generates the in-game mesh at runtime, at different resolutions depending on the distance to the camera. That part works great, and supports arbitrary sized heightmaps. The camera is on a spaceship which can fly around and go from the surface to orbit, so I really do need that extra detail. Not everywhere, but in a bunch of places. I've tried having a separate mesh for detailed work, and got a lovely effect, but it's left very obvious seams at the edges, and the LOD behavior is rather different, so it sticks out like a sore thumb. Since it won't cost any more performance, doing it with heightmap is still very attractive. For my low rez experiment I was importing an icosphere as fbx or obj, with some hundreds of thousands of tris. It worked, but 3d coat stopped responding a couple of times when working on it. Maybe it would have finished some day, but I didn't wait. Your technique seems to remove most of the distortion, which would let me save the texture, cut it into little bits, and work on them individually as flat pieces though. I could hopefully put it back together in photoshop. I'll give that a try next and see
  13. Ok I'm struggling to get even the low rez version into 3d coat, and I am wondering... with a 16k x 8k heightmap, thats like 128 million data points... can 3d coat handle that as the starting point for sculpting? Once I've sculpted some more surface detail, do you think I can export it as fbx back to blender, and get blender to render out the heightmap at, say, 32k x 16k to the original projection?
  14. Do you have a suggestion for software that can do this? I'm not entirely sure if its rectilinear, or equirectangular projection, so maybe support for both..? This is the heightmap I am using: https://www.deviantart.com/fargetanik/art/Ceres-Bump-Map-16k-683946785 Even if I could model a crater entirely freehand in 3d-coat, how might I convert it to a heightmap, and then distort it so I could place it onto the main heightmap?
  15. I have a heightmap for a sphere (its terrain for a planet) using a rectilinear projection. Unfortunately it is a bit low resolution. I would like to import this into 3d-coat on a sphere, sculpt some more detail, and then export it again at a higher resolution. Can 3d-coat do this? I managed to do it for a flat plane, but the distortion near the poles means I can't really sculpt those areas.. :/
  16. Thanks, but no subscription model for me. If you put individual prices on materials I would buy a few.
  17. Reinstalled the spacemouse driver and it works fine now. Weird issue, but I'm happy now
  18. I should also add I am using the latest drivers, and that I can see this in the 3d-coat log: #define SCREEN_SPACE Compiling VS... Compiling PS... 3Dconnexion Device Name: SpaceMouse Pro ------------------------------------------------------------ AppLink search path registered: C:\Users\innov\Documents/AppLinks/3D-Coat/Exchange/ AppLink search path registered: C:\Users\innov\Documents/3D-CoatV4/Exchange/ AppLink search path registered: C:\Users\innov\Documents/3D-CoatV3/Exchange/
  19. Hi, I just bought a 3dconnexion space mouse pro and it is working perfectly in their test and demo apps. It also moves the camera in Blender 2.8, but it does not do anything in 3d-coat. Please help! Is there a menu option somewhere I need to select to enable the space mouse control? I am using a trial version of 3d-coat 4.8.32 on win10.
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