Jump to content
3DCoat Forums

zayca

Member
  • Posts

    21
  • Joined

  • Last visited

Everything posted by zayca

  1. Thank You for the clear answer and good news. I spent really a lot of time trying to cope with it without result asking here and there. I wish I knew this before but at least I have some additional knowledge. That is a good and crucial information for me. I know that this is not in line with 3DC pipeline but it would be great to have this option in the future as I like texturing here. I hope it happens before my subscription ends. Sadly I have to switch to other texturing program where such models “work”. I’ll be back
  2. but the shading is still wavy with this option. It means that such work is impossible in 3DC?
  3. Yeah but how? Without weighted normals such model seems useless. There is no way to do that in any way, there is always something wrong with shading.
  4. I am sorry, I sent You the wrong file. In the file which I have sent (all edges around bevel were mark as sharp ) and this is only one option that somehow worked. I test tons of them Please check the file attached (same model with weighted normals). Shading works perfect in Blender, also in QuixelMixer (I need to check Substance). Please check how shading looks in 3DC (shown in attachment, no idea why video is stuttering this way but shading errors are obviously visible) and how curvature map looks (please check it in 3DC). Thank You in advance. simple test cube2.blend shading in 3DC0001-0250.mp4
  5. Hello, Of course. I attached a simple test model. Thank You for answer. I really hope I will finally have fun texturing in 3DC but at this point I think it is impossible with hardsurface models without quads. At this moment I think this is some kind of 3DCoat bug with hardsurface models. I tried for weeks with fail after fail. It seems for me that 3DCoat just not transfer normal info from Blender (weighted normal etc or ). It is also strange that curvature calculation is much better with .obj then fbx without huge mess. As I was really frustrated someone on other forum has checked my test model yesterday and he told me that it is fine. He suggested to check it in other texturing software. I checked it today in QuixelMixer and shading there is fine without any problems (i don't know at this moment how to check curvature map there). I will check Substance when I get subscription for a month. I would be so happy if I could make it in 3DC without problems, as I own it simple test cube.blend
  6. Hello, Please help me guys. I am trying to texture any hardsurface model in 3DC which I import from Blender. I spent like 3 months and I failed. No idea what is going on. I am really frustrated after this time. I want to import a hardsurface mode (cut with booleans, it does not have quad topology). Before export I apply Bevels in Blender and Weighted Normals. So the test model looks perfect in Blender. No shading issues. Shading is perfect and clean there. Flats are flat. Problems start in 3DC. When I import the model (i use a test model only now) with "lock normals" either shading is bad or curvature map looks absolutely destroyed with .fbx (kinda triangulated and calculated badly on flat surfaces). Curvature map with obj looks much better. But 3DC recognizes flat surface as concave etc. The shading 3DC Shading is "wavy" on flat surfaced or cut in half in some places. What I am doing wrong? It should be simple stuff. Why fbx results are different from obj? Many questions I tried everything I know and fail. I would really appreciate any help.
  7. Well, but then the whole Hardops (based on booleans) workflow has absolutely no sense. And such topology in Blender works ok for hard surface and it is shaded perfectly as well in Blender
  8. Hello, I wish You could help me as I am out of ideas. I would appreciate a help with my workflow which I would like to be finished in 3DC. Somewhere on forum I read that some people here use Blender with Hardops addon so maybe I will find solution here. I want to texture and paint my object imported from Blender. During my Blender workflow I use mainly HardOps add-on which is based on booleans, bevel etc. The final mesh does't look great, I mean it is not quad mesh, it's bad topology...but In Blender if I use sharp edges, smooth shading etc..the final shading look perfect. No issues (1st screenshot). The problem starts in 3DC. The shading which looks good in Blender does not look good in 3DC (2nd screenshot). This is the first problem. I somehow figure out how to get rid of this shading issues by adding some more geometry ( I diced the whole object) It helped . But then another problems occurred - curvature map calculation produces strange result: artifacts and black lines on the curvature map, which don't correspond with any curvature( black lines are on flat faces). The 3rd photo presents the problem. Last screenshoot is the base mesh from Blender (shading in Blender looks with it as well)
  9. Thank You for the link. I will check it for sure. But WHY 3D(!) software like 3DC has no real and working input for normal map for smart material? Isn’t it like standarized essential for any 3d software? It is software for „easy” texturing! If I plug converted to grayscale normal map into displacement slot then where I should plug diaplacement map?
  10. I am new to 3DC so please take it into account. I have already discussed the matter on Discord but it is still something which bothers me. My goal was to create a smart material simply based on some downloaded textures which I have. So, I assumed that, like in other other software it is all about plugging all standard maps: diffuse, normal (!) and roughness into slots. But it seems that there is no slot for Normal map. It is for displacement but it is something different like we know. I check some threads and I ask in Discord and it seems that it is not possible to use a normal map for smart material? Really? Normal map seems, for me at least, something essential in texturing so it is hard to believe that it does't work here. I guess that every texture has a normal map and it should be used to get nice effect I checked all default smart materials and non of them uses normal map. I found an option to import texture with its maps (texture -> import) but it's useless as it cannot be conveniently painted with smart material painting and it is just applied on uv space.
  11. Well, I retopo'ed it once more, unwraped once more, UV mapped it once more, etc and it...somehow worked.
  12. My 3DCoat constantly crashes when I try to set or preview a smart material. I made and object, retopo'ed it, baked it (without normal map), just to check different scenarios etc. Next I went to paint room and every single time I choose a smart material I get info about crash. What is going on? I will appreciate support. Smart material preview works on voxelmesh but not on the mesh after retopo. Am I doing something wrong?
  13. I have installed Wacom drivers once more and it works. strange ....after 15 minutes it stopped working (main move = orbit etc) and then i went to preferences, set it once more like this and worked in wintab. What is going on???
  14. Is there a way to reset brushes or even everything to default values? I tried edit -> reset setting but it seems that brushes are not completely set to default values after this operation and some values a still kept. Do I need to reinstall whole 3DC every time I would like to bring back everything to default?
  15. Well no Idea what happened here but after couple od days during my play with 3DC my wacom tablet stop working allowing me just orbit. TabletPC helped but I don’t remeber to setting it like this before. I reset all settings couple of times and I think it worked before without switching to tabletpc.
  16. Hello, Marcin here, from Poland. I am a Blender user and huge fan, 3d hobbist (i hope it will change some day). Former photographer, retoucher. In reality I like to draw with deep black ink and pencil as well. I absolutely love everything connected with 3D since I touched this area. I am becoming a fan od 3DC:)
  17. The 2nd screenshot shows zoomed edges from bevels which cannot be selected and marked as seems. Not all of them but many. I see no pattern for this behavior. If I mouseover the edge which I want to select, the outside edge which is placed a little further is being highlighted.
  18. Latest version here. I have checked your suggestions but still can't select some edges of beveled object's edges.. It is something related with scale, precision and angle between faces or angle of view i guess. Very strange behavior.
  19. Hello, I am new to 3DCoat. I am trying to unwrap a hardsurface model from Blender however I cannot mark some edges as seems. They are not even recognized (highlighted) when a mouse is over. Some, other are possible to mark as seems and they are being highlighted when mouseover but for many others it is not possible. I would appreciate help. Is this a bug?
×
×
  • Create New...