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digman

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About digman

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  1. digman

    Correct accuracy in paint room

    I have no problem with 3DC to Unreal Do not put the roughness map in the Metallic map's Alpha channel. I keep it separate unless I am channel packing. In Unreal make sure you convert the Metallic and Roughness maps to linear before hooking them up to their proper inputs in the material. Make sure in 3DC you are in the Metallic / Roughness workflow Use the Unreal exporter in the export panel or manually select your maps for export by deselecting the export constructor but keeping it for Unreal. Do what EmperorHamHam said.
  2. You can. I only create the PSD file for testing and it is just the way I like to create my alphas most of the time. At times of course I use a a 16 bit tiff or a png and let 3DC do the internal work.
  3. I have been busy plus some camping outdoors... Love that part, the camping.. Blurring your brush alpha always helps. I been doing that for a long time. Looking for a solution though now because at times you want a very sharp alpha. From my testing. First I create alphas using the same system that 3DC uses. The 4 layer Photoshop setup. I use Affinity though as it supports layered PSD files Looking at a alpha closely there are occasional black pixels on the edges when using it in 3DC. The issue could be how the anti-aliasing is working for the alpha. I believe anti-aliasing is used but have not asked specifically. You can clearly see the random black pixels when having a very small brush radius or in other works less pixels. The effect is lest when having a large brush radius, more pixels but still there. Turning off texture filtering gives a good view of the black pixels too. If the development team can work on 3DC not producing these random black pixels, then that I believe it could be a solution to the alpha black line problem or inspire a solution.
  4. digman

    Blender to 3DCoat Edge Loops not working

    Yes, if you have hard edge model to share, I can test has well.
  5. digman

    About Texture Painting

    It appears to be that you are vertex painting (no uv set ). I could be wrong but it looks like vertex painting. The quality of vertex painting is depended upon the amount of polygons (triangles) that the model has. That default head only has 177,632 polygons, not enough for high resolution painting. Vertex painting in most cases even with a high number of polygons will not be a fine as Texture painting at higher resolutions with a uv set. Side note. Smoothing in vertex mode is not as fine as texture painting even at high resolutions. If I want something really smooth in vertex painting, I have a big falloff radius on my brush alpha.. My added image is a 4k texture with uv set baked to the paintroom from the retopo room.
  6. digman

    Can 3DCP or 3D-Coat cut per painted surface?

    The below process is for dividing up one object into separate objects for multiple material color 3D Printing. As I thought about the process in 3DC for multiple material color 3D Printing, I came up with a method that gives a very fine color transition between the materials for the separate objects. This is shown in the picture and they are two separate objects... It does require some extra steps but the end result is worth the time I believe. Steps but not a tutorial. Create a retopo object. Autopo will work for more simple objects as the parrot. Once the retopo object is created it can be tweaked where it is needed. Use the UV path tool to separate the objects, Parrot and Stand following the curvature of the objects. Put the parrot polygons on their own Retopo group layer and it's own uv set . Do the same for the stand. Bake to the Paint room for Micro_Vertex painting. A displacement map is created. 4k texture or above to capture the details of the object / objects. Paint room.: File Menu: Export a high Polygon object. In this case two objects will be exported in the obj file. The displacement details are created with real polygons, not a displacement map. Shown in 2th picture is the export setting under the file menu. ----------------------------------------------------------------------------------------------------------------------------------------------------- New 3DC scene. Import the obj file with the two models into surface mode. Vertex painting in the paint room for a color material example. Fill each object with a separate color. You get a very clean color transition between the objects. No jaggies...
  7. digman

    Can 3DCP or 3D-Coat cut per painted surface?

    Yes but a slightly different method. First, I do not 3D print but was curious about the process. I looked at a MeshMixer video on the subject. Disclaimer: Since I do not 3D print others who do, need to say whether this will work of not... There is no border select to help to smooth the border cut off between the objects. Sounds like a feature request. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Fasted Method: Sculpt room in surface mode. Simply use the Freeze tool in the sculpt room to divide the object into separate objects. Freeze the area you want to separate HIde freeze (Freeze Menu) Object-ify Hidden (Under the Geometry Menu) Separates and creates a new object on it's own layer. Rinse and Repeat the above till you got the objects you want. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- Second Method: Paint with Color: Model needs to be in surface mode. Go to paint room making sure sculpt room model is shown Create how many paint layers you need. Paint the object with color divided by paint layers. Only paint, no depth or gloss. Next you are going to use the Freeze painted pixels method. Look at the freeze menu in Paint room. Hide all painted layers except the one you are going to freeze. Freeze the painted layer. Return to sculpt room Under the Freeze menu hide the freeze. Under the Geometry Menu Object-ify Hidden. This will create a new object on a sculpt layer as stated above Rinse and repeat till all painted areas are split into separate objects. Now, like I say there is no border select as in Meshmixer. Might be a manual way to even the cut off between objects but not have tested for that yet. --------------------------------------------------------------------------------------------------------- There might be a few other ways but that is my testing so far per your request... There might be other things you need to complete setting up for printing but this gives you a start and possible feature request. There is a close hole feature, a thicken feature etc etc already in 3DC if needed and of course the other 3DC printing features. EDIT: You can use the spline tools to fill large areas then finish up by brushing. Generally 3DC has more tools to cut by paint but lacks the select border feature to even out the transition between the model cuts. Maybe manually but I have not tried yet.
  8. digman

    select sublayers with one click?

    I suggest put in a feature request. For now there is the scroll arrows in the layers panel for faster scrolling without using the mouse wheel. The upper arrow will appear as you start to scroll down. Edit: Of course you will need to click the first layer and shift click the last layer. Added the information so there is no confusion on what I wrote as sprayer mention this in his post. The arrows in the layered panel is just faster than wheel scrolling.
  9. It would be good to send that file to support to make sure they get it. 3DC's Help menu--- send file to support. The 3DC file does load with the glitch you mentioned.
  10. Windows Beta Version 4.9.65 I have been doing some test to see if I can figure out the root of the dark lines in some alphas. Still testing and gathering information for a report.
  11. digman

    Bug in the painting room?

    Going to post my last answer to Richard in a pm. Ah, ok you want to keep the current texture resolutions of the different uv sets and the current UV texture space given each uv island. Here is a quick blending using the color picker and some alphas. spotty types work best like noise patterns. can be different size noises. I picked a few different colors to help it blend. I increase the brush radius to help blend plus different opacity in the layer settings. I used two layers. You make a fade away blend that helps to blend between the two quite different texture resolutions on the head. The picture was just a 5 minute blend. It could be better.
  12. digman

    [Solved] Missing feature

    Have you tried the tapering feature. https://www.youtube.com/watch?v=-hbiACazRg4 https://www.youtube.com/watch?v=2LlGsf0Eq7I The tapering feature works with strip brushes as well. The tapering tool is not limited to just one control point. Add and adjust as you need them for a style of taping you need. This is shown in the video. Spacing and falloff are both for adjusting your brush or strip brush plus rotate along brush stroke. I used the extrude brush in surface mode. Picture is not for quality but a quick down and dirty example to show the start radius and end radius along the leg. Much better work can be done but I wanted to get you an answer quickly.
  13. digman

    Bug in the painting room?

    The 3DC file will have the information I need or should. You can include the obj model file if you wish and any image maps associated with that obj model file Edit: If the model was created in an external application it would be good to have the original model file.
  14. digman

    Bug in the painting room?

    I see a problem but really I would need to look at the file in question. Can you share the 3DC file,. If you can pm me with a link to download it, I will check it out
  15. digman

    Bug in the painting room?

    I be happy to go over this with you using skype if you so desire so you can finish your project. Pm me if you want to use skype and I will give you my user name. I am not sure what you mean by one map. One uv set? You can have one layer or all your layers in PS or you can have 3D viewport projection of your model depending upon your selection you choose under the edit menu .
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