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Everything posted by walter_sullivan

  1. OMG! Thanks so much for bringing this up and showing the solution! It feels so awesome now, just as used to from other apps (Blender, Substance Painter). The gizmo approach and the upper controls are nice in theory, but way too slow for actual frequent usage. Maybe this should be the default setting in the preferences to not confuse and disappoint users coming from other software.
  2. Hello, despite my inital feelings I expressed in this thread shortly after coming from Substance Painter, after learning and using 3D Coat for some more time now, I gotta say, I am deeply in LOVE with its texturing. Seldom I came across a program that is so artist friendly and barrier free. I always dreamed about a Software like this, a painting Softwae with the feel and flexibility of a painting centric program like Krita, just in3D space. That dream has come true for me with 3D Coat. After inital difficulties but then giving it another chance, which was one of the best decisions of my 3d artists life, I can't express the joy I get out of this hands on experience during the texutring process. I could write a vast list of whats amazing about it, from simple things like being able to smooth my color instantly, insanely quickly adjust my layer blendings for glossness and height, the amazing preset functionality, the way you can freely use stencils for everything and combine it with brush options to get nice variation very quickly... to the amazing and fluid resource management which is such a pain in other popular software...the allmighty "E" panel, the list goes on.... It really feels like a true painting program on steriods in 3D space. I am mindblowing by it every day, the more I learn and use it. Really thankful for the hard work of the developers who I hereby like to thank from the heart for creating such a progam. It can offer me everything I was looking for in regards to painterly, much more hands on texturing experience that Substance Painter can't. After I learned more 2D digital painting, I always missed that feeling of painting in texturing software. 3D Coat has it. It is quite an accomplishment for a software. The entire brush engine and feel is a whole nother beast in 3D coat than in other software and everyhting is really designed with the artist in mind. (e.g. having a color palette at your disposal at ALL times) However, I am a long year Substance Painter user and quite profficent with the program. Recently I also learned Marmoset Toolbag 4 for texturing, which is also very nice and powerful. There are some features that are standard in those programs that are missing in 3D Coat. If added to 3D Coat, the texturing aspects of it would skyrocket even further. It would be an unstoppable beast. I understand that now with offering Textura as well, this would be a great opportunity to make it even more powerful and compete with the competitors. Many people are in search for alternatives to industry standard software right now, but many people also need a lot of those features from these softwares for production, workflow efficiency and non destructivness. I want to keep my requests more atomic (I will make more requests in the future.), so I start with one of the most important missing features for me coming from Substance Painter: Passthrough Blend Mode. Passthrough Blend Mode is very important for layer organisation. It will not override the blend modes of its child layers, so that a layer group set to passthrough blend mode can act as a simple organizational container. See it in action: 2021-11-07 14-25-14.mp4 You notice here that when I use the passthrough blend mode, the child layers will have their blend modes active and behave as if they are not in a group. Whereas when using a group with any other blend mode, you can see that it will override any of the child blend modes. This is how it behaves also in 3D Coat, it is very inflexible for layer organisation. In 3D Coat, you can not have blend modes of children independent from the group. It would seriously up the game of the layer stack in 3D Coat if this feature would be implemented. I am not sure how difficult this is, but from top of my head, it should be ""just"" that the group will simply ignore its own blend mode and have the layers act as if there where not in a group(?). It would be super useful to keep a more organized layer stack. Furthermore, it would enable the use of adjustments! Non-destructively, I think. Because when using a pass through layer on a layer which is not a group, it will propagate its properties to the layers below. Allow me to demonstrate this as well: 2021-11-07 15-11-12.mp4 It is a bit different here, because 3D Coat does not have filters. But 3D Coat has the Color Operations tool, which is totally awesome, again, super nice hands on tool with much more artistic fine control than simple filters. It already has the option "through all layers". So I guess if you would be able to use a "passtrough" layer on top of a layer stack, or on top in a group, you could use the color operations tool on that layer which would have no content, other than the color adjustments made with the tool. Later on you could blend out these adjustments or even go to "textures->adjustments" to further alter the color operation result. I don't know if this makes sense. I know using external image editor with 3D Coat is quick and powerful, but this would be one more benefit of implementing passthrough layers for staying inside the software. If either or both would be too much work and would need too much refactoring, or even conflict with how 3d coat is meant to be from a developers standpoint, then simply only having the addition of "container" elements in the layer stack would also already help and maybe even suffice. Simply "Folders" that can contain layers but have no influence on their blend modes, would be awesome. This would really shine also if we could have the ability to select multiple layers at once and reorganize them into said folders.
  3. Thanks for your reply. I understand the first part, so it seems indeed to be by design with the "degree" option. Then I need to work around this by using the master opacity slider and fill each new layer with only a glossnes texture instead to build up roughness/gloss. Pity though, as it takes away some flexibility of complex stacking of multiple channels inside one layer. but at last once you know this, it is workable. The second part I am not completely sure I understand, as my issue does not have to do with painting directly, only with smart material creation. As I understand, Metallic and Glossnes being tied together as one parameter without the ability to be painted as a separate channel. I reckon because there is no metallic On/Off switch as there is for Depth/Col/GLoss. So it is either gloss+metal or nothing when painting. You can not paint only metal or only gloss. Which is also not the most optimal, but workable also once you know. But it does not seem related to my topic with the smart material creation and blending of glossness? Good to know though that there is somehting being enhanced about this.
  4. I am using these brushes now. One thing I noticed is that depending on what category you have selected for your eraser or your brush, let's say e.g. "Cracks-Wrinkles", it takes around 1-3 seconds until you can switch between eraser and brush. This feels a bit interrupting during work. Once I uninstalled the packages or use others with less content, switching between brush and eraser is at the speed of light again. Could it be that having such a huge amount of brushes slows down your switching between brush and eraser? Maybe it is indexing the current category the tool was in and if there are a lot of files, it takes some time? @AbnRanger You are using these brushes for almost a decade now, is this normal? Have you ever experienced a lag when switching between brush and eraser with these brushes installed? I already uninstalled the largest pack "3DC_Brushes" again, cause then the switching gets faster. But it is only without these brush pack installed that switching is super responsive again. And if this is normal, me thinks there might be a way from the dev side to bypass this somehow? I mean, having a large collection of brushes should not slow down switching tools. I also ask myself if this is something on my side. My comp is a bit old now: i7-4790 quad core 3,6ghz 16 Gig Ram gtx 1050 SSD I have an SSD which usually delivers me stuff quite quickly. Is there maybe a setting or anything that could be the reason? Just curious if it is something on my side or if this is simply to be expected. In the latter case, I would make a post in Development/Improvement suggestions. Maybe the RAM could be the culprit here? As I occasionally get crashes due to out of memory errors during work. How much memory do you use with these brushes/have used in the past?
  5. Same here, still. I forgot to paint along my gloss and vaguely remembered to have seen this in the past somewhere. I discovered it being in the menu when right clicking a layer. Clicked on it, but nothing happens It seems currently it does nothing. Would be nice if it was functioning (jus nitpicking :P ) ... but as it is there... it is tempting to wanna use it But I understand there are probably more important things in progess.
  6. Hey, I was wondering, as 3D Coat already has an Unreal/Unity style shader in the viewport (which is amazing!), wouldn't it be really good to also have ACES Tone mapping in the viewport to even more closely match Unreal and Unity engine's in game looks? I am currently texturing a lot in 3D Coat for my Unity game (it is a pure joy) and I notice that the ACES tone mapping in my scene makes the texture still look a bit different in game than in 3D Coats viewport. When turning off the tone mapping in engine, there is a very close match between 3D Coat's viewport and Unity's Viewport. When turning on ACES tone mapping in engine, the texture is naturally a bit more saturated and contrasty. I use to texture at 100% contrast in Coat already to get a closer match, but it is not enough to mimic the ACES tone mapping. I noticed that in the new Graph Editor, there is a post-processing option for the renderer, which offers ACES tone mapping already as a node. Seemingly, it only affects the render room right now.(?) Would it be possible to integrate this into the Texturing Viewport as well? Maybe even in the Sculpt Room in case someone wants to texture their UE5 assets with vertex color. That would be truly amazing I think! I know Substance Painter does not have this out of the box as well. You need a third-party plugin from gumroad for it. But at least it's there after you got it and works very well. So it is indeed possible to have ACES viewport in Substance Painter, even if it is not oficially integrated. Marmoset does have it by default on their cameras since forever, so it is possible there to texture in ACES from the get go, out of the box, which is a huge advantage if your target Game Engines. I already worked this way there and it works super well to get a match to predict how it looks after exported into game engine. I think this would be really a good feature to set 3D Coat apart, as it already has a game friendly shader as default. This would make it complete in terms of viewport rendering. I think it would be a neat feature that could be well advertised, especially to set itself apart from Substance Painter further in regards to being a texturing suite for games. ACES, or using at least some kind of tone mapping, is pretty standard in films and games. And as it seems it is already there in form of nodes, I reckoned it might be approachable implementation wise without too much hassle. I would really love to see this feature now that I started to texture a lot in 3D coat. Besides that, it looks ultra punchy and nice and would further enhance the viewport rendering as well, even if would just be for internal rendering and texturing alone.
  7. Thank you so much!!! I went nuts trying to find this out. Layer Blending Panel to the rescue! Awesome! And again, for each time I dispair for a short while cause it seems 3d coat does not have a certain feature ... then it is there, and on top, even ultranicely implemented and even more advanced than I would have previously expected. I find the Layer Height setting really powerful. There should really be more learning material for stuff like this. The program deserves it. All that ninja power in the program, but all somewhat hidden, even for advanced users. Once you find all that stuff out, it is really powerful, but you need quite some stamina. And then you realize what an amazing program it really is, where everything is taken care of in the most artist friendly and fluent "hands on" way... once you get to know it. For anyone who has grouped their layers and ask themselves why the settings might not work: You need to set those on your Group layer as well, otherwise it will have no effect in the child layers. that is because the group settings will override all child setting @Carlosan Maybe you should sticky this thread or something. I have seen a lot of threads in the forum where people where struggling to find this out, without any solution.
  8. Thanks for your reply. I tested it with 2021.66. Unfortunately, it is still the same, in both cases. 2021-11-04 05-19-22.mp4
  9. Hi Guys, today I was excited to create my first own custom Smart Materials from scratch. The process is very straightforward so far, and I would enjoy it, but if I am not missing something, there seems to be a problem with the gloss blending. --- Gloss not blending in the Smart Material Editor --- It seems when I add a new layer, the gloss of the previous layer gets overridden, no matter the opacity of the gloss on the top layer. When using the degree options, such as "more on concave" or "less on concave", it will work, but not when set to "Always" I have tried to switch to modulate, but that does not change it. I can not blend gloss textures via the gloss opacity slider. Only the Overall Material Blend will affect the gloss. Here is a video showing what I mean: 2021-10-30 10-49-11.mp4 You will notice that the gloss simply won't blend with the one from below when using the gloss opacity slider. Is this a bug? Or by design? Am I doing something wrong, maybe? The same problem is with the Metalness. Only the Color blending works just fine and blends as it is supposed to, no matter the Degree setting: 2021-10-30 11-32-05.mp4 The blending will always work though when using the "Master" material blending slider at the top. Then, the gloss and Metalness blends as it is supposed to. But not with the respective gloss or metal sliders. For me it is currently holding me back a bit from wishing to create more materials in 3D Coat, which I would love to do if this would work. As also a Substance Painter user, I am used to stuff like this usually working flawlessly. I find gloss/rough blending one of the most important aspects of material creation. I think it should work also when set to "Always", as you don't need "Degree" information every time for gloss or metal blending. Sometimes you want to just mix to get more variation, regardless of the Curvature or AO information. --- Self-closing Channels window --- Also, it is currently very inconvenient that switching off channels on a layer automatically closes the window with the checkboxes, and you have to reopen it every time after disabling/enabling a channel. I saw tutorials where it is not that way, probably in past versions. I can see PolyToots enabling/disabling channels without this issue here: For me however it is like this, the window is closing for no reason, after ticking a checkbox: 2021-10-30 10-53-14.mp4
  10. It is a nice video showing how to "do it" in 3D Coat. The boat looks amazing. The process is too cumbersome, though. It is by far not the same as it is in Marmoset or Substance Painter, where you can simply bake IDs from your High Poly Materials onto your low poly and are good to go. And this is without polluting your layer stack with multiple layers to represent just some colors. The ID map is used in the background, it should not be part of the layer stack at all. As much as I start to love 3D Coat texturing for its incredible hands-on experience, this particular area of using ID maps is a huge shortcoming in the software's texturing workflow. Workaround for this is not enough imo. I would suggest incorporating this into the software. Getting super standard features like this into 3D Coat will only make the program even more powerful.
  11. I always envied the brushes that could be seen during your tutorials. Incredible that those are available! Thanks a lot!
  12. Happy monthly subscriber here. Awesome store with really good stuff. One thing that I don't get though is why the materials do not have real names. E.g. if I would like to, lets say, find some sort of mud... I can not search by "Mud" , because the materials all have some cryptic identifiers that might be good for order in the backend, but that makes it difficult for the texture artit to quickly find what he wants. Every other similar platform has this (Substance Share/Source, Quixel). you can search a material via an expression like "Car Paint" and it immediately spits out a selection of materials that fit that material type. How would I go about a specific search like this in 3D Coat store? Unless I am not overlooking somehting, it is not possible, which renders any search option obsolete... Simply be able to search the word "metal" is not enough. It needs to be more specific "Metal car", "Metal oxidized", "Metal damaged", "Gold" etc. etc. This makes this store difficult to use on a fundamental level. I am not sure if I am overlooking something, cause I find it hard to believe that the authors of the store did not think about somehting like this when naming their materials. This here helps the cutomer in no way and even makes it a chore to find materials on the platform: I would be curious if there might be a particular reason for this decision to name it like this, without any information about the actual material type in the name. A simple quick search for metal on Substance Source shows how it is supposed to be done for delivering an actual usable search and browse experience regarding material naming:
  13. +1 Heavily missing currently. Meanwhile other software even advanced their usage of an id map. In Marmoet Toolbag 4 I can simply grab any layer from the stack and drag it onto your mesh, which then turns into a color id map view and you can assign the layer to be restricted to the specific color id: 2021-09-04 14-40-20.mp4 The fill selection tools in 3D coat are next to none, no question. You can cut out or fill any area fairly quickly. But having something like this in 3D Coat would make it even more powerful and quicker.
  14. Missing some complementary color as focal point/break up/relief. That would punch even more. Otherwise, supernice and well executed design!
  15. Dear Developers, is this suggestion maybe taken into account for future paint layer handling in 3D Coat/Textura? Or shall I create a new feature request? Painting feels really awesome in 3D Coat, in fact, no other app offers this type of organic feel in 3D painting, plus all the awesome selection, stencil and curve tools. I love for example the stamp mode, it is like a dream come true coming from zbrush poly paint. I always wished for somehting like that for per pixel painting. It is really amazing. That's why I like to get more into it also for PBR, not only handpainted (for which missing passthrough mode is not as painful as it is with more complex layer stacks). It are really only a few things missing to round it up well. I would be really curious to try it out more, especially now with the vast library of good looking smart materials and integrated Quixel Megascans (3D Coat is far more mature artistically than Quixel Mixer, actually miles ahead in that regard). Only these minor things currently holding me back (and probably others as well who are well experienced in other texutring apps), which are mainly Passthrough blend mode and lack of real B+W masks. By having a pass through option, you could also use the "color Operations" tool non-destructively, for example, to saturate layers below without having to work on the actual layer. This another huge benefit cause 3D Coat does not seem to have any adjustment layers, which are another crucial element for texturing work if you are not planning to constantly send back/forth your textures into an image editor. It is a bit sad, I feel like everyhting is there plus the amazing paint feel. It is just so much left to unlock 3dcoats true texturing potential as a serious option for non handpainted texturing work.
  16. Thanks much! No apologies needed Very nice caring here in the community, rarely experienced something similar before. Many thanks for the generous pm offering help. Really really appreciated.
  17. Hmm Digman, are you sure about this?: Because I could work with all the other retopo brushes, even the strokes tool to perform retopo, just the "wrap around" strokes as seen in the videos before did not work. the rest of the toolset worked, despite it seems I was retopoing on top of paint objects. I have attached another video. You can see my process I did here from before, ignoring the Welcome Screen and importing manually. This way, I also have my view mode shortcuts back working! You can see that retopo tools still working, even if these are imported seemingly as paint objects? 2021-08-14 01-48-57.mp4
  18. Thank you! I gotta admit I am now super confused about how the rooms relate. As I am used to using other programs, I just don't chose an option from the Welcome dialogue window. I close it and just went to "file -> import mesh -> Reference Mesh". I assumed this is a correct thing to do to perform retopo, as the term "Reference Mesh" is somehting I am used to when wanting to perform retopo onto a high poly mesh, which is then I thought called "Reference Mesh". But this exactly lead to the strokes not working. You are absolutley right. It seems to not work on paint objects, only on sculpt objects. I dont understand the separation, yet, and why this causes some tools to work and others not. However, when choosing "Perform Retopology" from the Welcome menu, and then choosing "import huge reference mesh", the strokes tool works. It seems when wanting to use 3D Coat, one need to get used to certain things how rooms are related and stuff. I find it a bit irritating though that a wrong decision subtly cause some tools to just not work, instead, one could have an instruction displayed that says for example : " Hey dude! You are trying to retopo on paint objects. Please send the mesh to sculpt room first" or something similar. Thanks for the help! I am trying to get into 3D Coat and this was the first major roadblock I coud not somehow solve myself or by googling/watching the YT channel). Coming from around 8 years of Blender and 5 Years of ZBrush usage, I feel lost about how meshes are handled. I am used to import somehting and be able to do whatever I want in other programs. It seems in Coat you need to know exactly whats allowed where from the start. Regarding the "Relief Only", I unfortunately can not get the view modes to work anymore, its really werid. Even after multiple restarting and restartign my machine., the shortucts 1 2 3 5 7 8 dont work anymore. I also can not activate them anymore over the menu. Never happened to me before.
  19. I have tested with Smart Retopo tool. Unfortunately, behaviour is exactly the same. Are we doing something wrong? Attached video again. 2021-08-13 14-47-00.mp4
  20. I experience the same. Why would this have to do with your graphics driver at all? This seems to be one of the standard answers around here as soon as there are problems with this software. Does not make a lot of sense. Anyhow, I updated my driver . Still the same. The strokes also do not work for me with 2021.02 GL . I don't undertand what this screenshot is supposed to say, it is completely unrelated to the problem of drawing strokes around tubular structures as you can see in op's video. Also attached a vid for demonstration. As you can see, the tool does nothing when trying to wrap around structure. 2021-08-12 22-21-50.mp4
  21. With 2021 out now, I was trying to get into 3D Coat painting tools again. After learning to further understand it and try to get over the fact that there are no B+W layer masks to control layer opacity whatsoever, I found it hard to believe and was very surprised that there is no pass-through mode for layer groups. Coming from years of experience in Substance Painter and using Affinity Photo and Krita, sadly, I can not use a paint system for PBR texturing without this, no matter how cool it otherwise seems. There is already a lack of Folder icons, which makes organizing layers difficult from a visuals' standpoint. Layer groups should be visually distinguishable and take off the cognitive load and eye strain to detect them during a painting session. For this reason, Substance Painter (and basically any other image editing software) has folder icons , or even the ability to assign colors to layer groups in the latest versions. Basic usability stuff like this is essential before adding all the more detailed features. Organization on the most basic level is what makes professional users appealed to the workflow. The painting system in 3D Coat has great potential, but the workflow to me feels a bit like all over the place. It is often said in the official training videos that it was designed to mimic Photoshop and should work the same way. Yet, it does not on a fundamental level. No masking other than "invisible" clip mask layers. No real distinction for groups other than acting as expandable parents. And then even no possibility to use those as containers for organizational purposes only without influencing their blending behavior. Now, after trying 2021, for me, it takes away all the potential that I see in this app for texturing. For me, it is a showstopper having to deal with this stuff, no matter how great and organic the painting feels otherwise . Those things just pile up too much, and I can not afford to spend any more time learning to work around those things and not use Substance Painter or other texturing apps (Marmoset, Mixer) with a much more straight forward and logical workflow. How can I even tile a texture, for example? Why is there no numerical tiling value in a texturing app for games. Also not a great fan of waving a slow rectangular "Smart Material Preview" into my face that does not even show the material at my true Texel Density. This preview would not be needed if the workflow would work with masks and hence be more non destructive. Let alone the fact that for a painting app, dragging sliders to fine adjust layer opacity is still terribly slow, which I found disappointing to see still in 2021. Almost unusable for quick and fine-tuning of textures. I tried to get into 3D Coat 3 times. The new retopo and modeling tools appeal to me, the modeling tools are a great addition. Overall, a great app. But painting is still stubborn for me to get into with those strange problems and behaviors making it unnecessarily difficult to handle for complex PBR workflows. Sorry for digressing a bit, yeah, not having pass through, was the cherry on top for me that keeps me from further learning to texture in 3D Coat. Simply can't afford to choose a workflow that makes stuff more difficult. You guys have achieved a marvelous app and with Texture now, you have the chance to a real competitor. I hope you take this constructive crit into consideration. There is no point in trying to "be different" just for being different sake, when everyone is used to how basic workflows in image editing programs work. Unifying and freeing up the barriers in the workflow would really help 3D coat tick out also in the field of texturing. Currently, I feel, it is not there when compared to competitors
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