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E.V.

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Posts posted by E.V.

  1. Hi guys, I'm using pen pressure to control the opacity along the stroke, but I haven't found a way to use a dynamic spacing. I mean, something like controlled by velocity, in the example I circle in yellow where I would like to gradually have more space between each hit of the brush, as we end the movement of the pen.

    Is it even possible in the current version? If not could you add as a feature request?

    I'm using 3DCoat Textura 2023.40

    1032041725_Screenshot2023-12-15130901.thumb.png.9d32a6d03c18a58c70e7430edb0fafb6.png

  2. Is it possible to paint with the "curve stroke" in the 2D texture editor?

    I'm able to paint with the "vertex stroke" ok, but with the curve stroke I can only draw the curve, cannot apply the paint, applying in the context button or hitting ENTER does nothing.

    Any "curve strokes" started in the texture editor appear "floating in the air" in the 3D view, maybe that's the reason it's not applying.

    Screenshot 2022-07-15 193035.png

    Screenshot 2022-07-15 194059.png

    • Thanks 1
  3. Hmm, interesting, is this menu from the full 3DCoat? I'm using Textura I don't see this (?).

    See my images I usually go to "file/export", then export all textures for all UV sets at once.

    There is another menu "textures/export/ color, roughness...", which gives us the option to choose the UV set upon export, but I'm not sure if I would have the same result, also it would require multiple clicks.

     

     

    Screenshot 2022-06-28 122721.png

    Screenshot 2022-06-28 122721hhh.png

    • Like 1
  4. Thank you for sharing, good to know Andrew is fine despite all this situation.

    Andrew I admire your work, as well as your principles and values. I don't use 3D tools on a daily basis, I'm an amateur, but for me it is clear how much work it takes, and software coding is like an art in itself. Over the years I learned that when choosing what tool to use, it is usually a good thing to consider not just the technical side, but also who is the company/person behind it. I admire the work you did with 3DCoat, it is amazing, thank you for everything.

    During these difficult times, if you or your community setup some kind of donations channel please let us know, I'm sure some of us would be willing to help!

  5. Hi guys, just a feedback here, I've just updated from "3DCoatTextura-2021-97" to "3DCoatTextura-2022-04" on PC/Windows, it all seems ok.

    Before doing so I recommend making a backup of your current "UserPrefs" folder, mine was in a custom location (W:\3DCoatTextura-2021\UserPrefs) for later copy/paste.

    The new version is not adding the year from now on it seems (so no need of the "-2022"). So old paths will eventually break, just keep that in mind and rename accordingly. Thank you for the amazing work!

  6. I have painted two stripes in white color. In the program it looks fine / not pixelated, and export fine as RGB (image on the left). But if I export with alpha it gets pixelated (image on the right). This texture resolution is square 4096px.

    Is there a way of having the original / not pixelated result exported as PNG?

    I'm using 3DC Textura 2021.54.

    export1.PNG

    3DC_rgb_vs_alpha.PNG

  7. I use wacom/intuos and it always get weird or simply do not work when a new driver update is available (not saying I experienced your issue but maybe it is related). Then I have to restart Windows so it installs. If you use custom settings in the wacom interface I highly recommend saving a backup of it, it helped me a few times to just restore it because the tablet got weird (with no new updates available).

  8. The title should be changed as the problem is not EXPORTING but instead IMPORTING. 3D Coat exports very well, very customizable for PBR workflow, it saves a lot of time. Maybe the Unreal forum has more well "Unreal" users who could help, as the issue lies in the import part.

    I understand your frustration, I don't know Unreal but in Unity it is no big issue creating materials for existing textures (with a few C# lines), I remember founding very good documentation for Unity. Now for Unreal not sure it is the case:

    https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Textures/Importing/

    https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/

  9. The title could be rewritten to " Affinity Photo: Sync layer crashes if layer with no name"

    Yes I'm not using PS but it works surprisingly well I should say, I just have to be careful of always naming the new layers. If I need it to be editable for later I can always save a copy in Affinity  native format, no problem.

    I'm pretty happy with this feature and how it integrates well.

    • Like 1
  10. Hi, you are right I tested today with one of the example objects it works fine. Sorry for the false alarm.

    Although it still happens on a more complex project, and sometimes instead of crashing all other layers disappear.

    Do you use Photoshop? I use Affinity Photo so it may be related to how it exports too. I will try to understand better and send the bug reports before adding more news.

  11. While using the Edit/ Sync layer w/ ext editor to make some edits in external app I sometimes add a new layer by mistake. When this is the case it always crash 3DCoat after sending it back to it.

    Before crashing 3DCoat offers the option to save the work (which is great!), but I think it could be even better if  instead of crashing it just prevent the import of the bad PSD, then alert the user it need to be fixed, like:

    "Warning: bad layer structure detected, please fix it or sync again, incoming sync cancelled."

    • Thanks 1
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