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voxinbain

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  1. Re-uploaded to google disk Free Glass Materials [Updated] Free Glass Materials 3DCoat Materials Glass + Broken Click download icon - little arrow I hope it helps! Happy holidays everyone!
  2. Thank you very much! Got it, more or less, need more practice though!
  3. Hello! I'm trying to create the look of worn edges with smart materials, but sometimes I run into a problem where the worn edges don't show up where I want them to, worn edges on flat places, and not on sharp edges where I would like. Can this be fixed? I use Less On Convex here. Thank you!
  4. @Carlosan In general, as a result of experiments, I tried to switch the Realtime padding mode to Naive padding, at first the change did not take effect, although I pressed the Apply, but after restarting the program, one might say by chance, everything worked out! Thanks for pointing me in the this direction!
  5. Thanks for the quick reply! Yes I checked, it is selected, when exporting it is also selected Create Padding, I also tried to increase the Padding Width, tried the PBR export preset but the result is the same.
  6. Hello! When I export a texture containing a glass part (b) with an opacity of 30% (the 0 layer is hidden), with the Blender Cycles export presets, I have no such connection between the islands (a). Sorry I'm new, not sure what it's called, but I think it's the Padding (c). How to make them everywhere, even around the area of glass, while maintaining the opacity of the glass part? Thanks! Edit: or at least to fill this area with black color if possible?
  7. Many thanks! Sorted out both the texture problem and the AO. So if anyone has something similar to mine, try a different format, I did it with fbx and dae.
  8. By the way, I know that this is not very relevant to the question, but as you can see in the picture, the AO inside the building turned out to be too dark, how can I make the AO inside lighter?
  9. Hello! Thank you! I just tried the model in a different format ( dae instead of obj ) and the problem went away. The UV was the same. I wonder how this could be related to the format? The model is the same.
  10. Hello there! I have a little problem here. My model has 4 materials, and at the texturing stage everything looks fine, but when I press Unify UV and apply changes, this result appears. What should I do and how to fix it? After all, I understand correctly that I need to unify UV so that all materials are displayed on one texture, and not separately 4 textures? I used to always do this and then delete the unused UV sets. I'm a little confused. Thank's!
  11. Thanks again! I apologize, I double-checked the model in a blender and it turned out that there are stretched uv... I don't know now if it's worth redoing everything or leaving it as it is ... I used smart unwrapping and angle limit 89 ... when angle limit 66 was applied everything turned out to be correct! Sorry for misleading! I wonder why this happened? But that's another story, the question is not about 3d coat.
  12. Thanks a lot for the clarification! I have already tried another uv and a different format, but only the place of the effect has changed. Yes, seems I will have to use a uv mapping. Only now it is not clear why texture stretching occurs in some places. I used a smart unwrapping in a blender, no stretching or deformation ... In general, this is the main reason why I wanted to use the cube mapping, there were no such deformations with it.
  13. Еried another texture and again this effect ...
  14. And here's the strange thing, when I use uv mapping it doesn't happen, I also tried another texture and there is no overlay either. The uv itself does not contain overlapping parts. Re-unwrapping the model is also not an option...
  15. Hello! Why is my texture so duplicated with overlay? I am using a cube mapping. (I can't use uv mapping in my case as the texture is stretched for some reason, maybe the uv is stretched a little, but that already happened with the correct uv).
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