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digman

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digman last won the day on February 14

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About digman

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  1. digman

    freeze to dark in sculpt room surface mode

    That was an old freeze, I created quite awhile ago. It use to respond to the HDR lighting but something must have change. Here is one that responds to the HDR lighting. It is based off the Paint4 shader. The paint4 shader works as is for seeing through the freeze but I made this one. You can of course create your own freeze shader based off the paint4 shader. Freeze_light.3dcpack
  2. I had uploaded a file that has a holder cube in the paint room to keep scale. In my instructions I stated that you can delete the holder cube after you have imported another model. You can not delete all paint objects from the room or you will lose scale. It is meant only as a workaround that will work till we get the ability to set scale and not have 3DC change it. This was for the paint room importing only. I whole heartily agree that 3DC needs for the user to be able define scale, measurements, grid etc without 3DC changing it. The settings could be put under the Preference menu as your default settings when loading 3DC. Selection box 1. Use 3DC loading as it now. This is the default. Selection box 2. Use your predefined settings and 3DC will not change them.
  3. digman

    freeze to dark in sculpt room surface mode

    Here is a shader you can see the underlying structure of the object when using Freeze in surface mode. You made change the color of the shader to whatever is good for you. Freeze.3dcpack
  4. digman

    [Solved] Need help in texturing

    You will need to use the Freeze painted pixels option. You did not state how many surface materials or paint objects you have. I will give the process for just one material and one paint object. Once you know the process then you can figure the rest out. The below is one way. You will be using Color as mask. Create a layer and fill your base layer with a flat color. Create a new layer. Now create your bolts on the new layer with depth plus a flat color has well for the bolts. In the alpha it needs a sharp falloff and no falloff selected in the top menu of 3DC. This is necessary to get a sharp transition between the bolt and the underlaying surface. Of course you can feather the transition if you need to. Now, hide the base layer with color which will now become to 3DC transparent pixels. Select the layer with the bolts. Use the freeze painted pixels under the freeze menu or create a short cut for it. Or use the Left mouse button / Ctrl key hovering over a layer with the mouse cursor, it will freeze all transparent pixels in all layers that have transparent pixels. Shift-Control-I to reverse the freeze. You are ready to fill all the bolts with your smart material. Side Note: I create flat color layers for masking purposes. If depth is needed at the same time I create the depth too.
  5. Not quite back yet. I had a break in my schedule and of course I got my favorite software to play with and still like answering questions.. Atm I am using an ancient laptop. I can do a little in the 32 bit version of 4.8.10. I am very limited but I can at least mess about. Running windows 10 32 bit. I will be in and out in the forums has time allows.
  6. digman

    [Solved] Export high poly with textures without UVs ?

    Export the model as a PLY file. The colors will export but not any kind of gloss. This not a limitation of 3DC but of exporting vertex colors in any application. Only colors are exported. The colors are embedded in the file, no texture maps are created.
  7. digman

    Define Measurement Units and Edit Scene Scale ???

    Paint room importing to keep scale. The paint room is empty, no model in this case. 1. We already have the ability to add a model into the paint room once a model is already there and the scale is not changed. --------------------------------------------------------------------------------------------------------- New Feature. I would suggest adding to the import dialog menu the ability to import a model as an option when the paint room is empty into a saved scene with scale set or a scene we have created the scale for. The scale will not be changed nor the measurement units. Atm, 3DC creates a new scene when importing into the paint room (empty room )and you lose your scale settings. The above would be easy to show and explain to a new user. ---------------------------------------------------------------------------------------------------------- As far as setting scale in the Sculpt room for a specific project, that I think comes through just using the software for awhile. Only by testing did I find out that 100 3DC scale units equals Blenders meter scale when the scale is set to meters in 3DC. The above can be told a new user, increasing the scale upwards till it matches your other software scale whatever it is. -------------------------------------------------------------------------------------------------- New Feature. There could be some presets files that are already set for different software scale. Raggard suggested this... In the New menu, Drop down list could be added to various ways of importing, You could select a preset file with the correct scale for that software. This is similar to what we can do for normal maps in selecting a preset. This would make it easy for a new user. The community could get involved here as well, creating preset files and sending them to the development team to be added to the list. The above are suggestions and open to discussion.
  8. digman

    Define Measurement Units and Edit Scene Scale ???

    More information. If you change the scene scale after directly importing into the paint room, It adversely effects the brushes. The diameter of the brush is no longer correct. Ok, I got a workaround for keeping the current scene and scale when importing a model in directly into the paint room. It is not pretty but works. We stiil need the ability though still to keep scale when importing into an empty paint room scene plus keeping the current scene, not creating a new one. My file is set up to match Blender's scale. The scene. scale set a 100, all axis set at 0,0,0 plus set to meters I have a holder cube in the paint room for per pixel paintiing. Use only " Import object " under the file menu in the paint room to import your Blender model into the paint room without changing the scene scale. This will import another model into the scene without changing the scale. Do not use (Import) under the file menu. Once you load your Blender model , you may delete the holder cube and it's surface material. Now the above is only a way I found that works and not tested in-depth at all. You are welcome to try it. Paint_room_scale.3b
  9. digman

    Define Measurement Units and Edit Scene Scale ???

    I agree 3DC scale is a little confusing. My testing from a number of years ago and the below is helping in the best way I can. The below covers the Sculpt room. Scene scale is in units. Units is really undefined to the user except that the default "1" is quite large in real world measurements. Increasing the number will make the scene scale smaller in real world measurements. A setting of 100 scene scale and set to meters will import Blender models with a 1 to 1 ratio. The default 2 meter Blender cube will import into 3DC as a 2 meter cube. Also when exporting from 3DC, the importing of the model into Blender will be correct. When creating your model in 3DC the same holds true, have your scene scale set to 100 plus set to meters. I recommend creating different 3DC files based upon the projects you need. You can load those depending your modeling project. Save the project with a different file name , keeping your base 3DC file for future use. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Some background information. Before surface mode we only had voxels, you had to scale up to get enough voxel resolution for your models. That is the reason for the import dialog box when it ask you too keep the scale of the original model upon export. Though you scale up the model for resolution sake, when you export, the original scale is kept. No change of scale in your model ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Importing directly into a paint room that is empty will change your scale no matter what the original scale is set at. 3DC automatically either reduces the scale or makes it larger so you model fits in the viewport for painting. This does not change the scale of your model when exporting. 3DC also centers your model in 3D space. This will again not effect the exporting of the modlel but is only an internal feature of 3DC. You can tell 3DC not to center the model in viewport but keep it location in 3D Space in the import dialog box. Now this was fine before we could transfer the paint model to the sculpt room for tweaking. I have to test if this effects the exporting from the paint room after tweaking the model in the sculpt room and then exporting from the paint room. I been away from 3DC for several months as family health problems called me away so no testing done. What we need is the ability to tell 3DC to load a model into the paint room without changing the scale of the scene we have already set plus load the model into the current paint room scene. I have a workaround that might work but need to test it so you can keep your current scene and scale. Right now if I have the Blender scale scene open and I directly import the model into a empty paint room, the paint room having no current object in it, 3DC creates a new scene and scales the model to fit in the viewport. If I get enough time I will send Andrew a few ideas on this in e-mail. Hope the above helps some. Here is a basic 3DC Blender scale scene. Test it and post any problems you have. Scene scale set to 100 all axis set at 0,0,0 Meters set. This is a good topic and worth exploring in more detail in a constructive manner. Remember the above is only information I gained not a end all or that problems do not arise. Blenderscale.3b
  10. Under the View menu deselect "linear texture filtering". Also you can use the pencil brush in this mode if needed. Read it's tool tip. Set your brush falloff to what you need.
  11. digman

    3D Coat Example Head Normal Map Baking Failure

    I checked your retopo model in the first file you sent and it has problems. There are un-welded vetices on the symmetry line. Polygons are occluding each other in the ears Your uv seam layout on some uv islands are causing them to overlap on themselves. I fixed most of the problems to give you the idea that the retopo mesh is repairable. I would go over your entire model looking for errors. I exported the fixed model and used that as the retopo mesh for the last 3DC file you sent. Picture is of your model with a good normal map, baking cage set properly. I also cleaned out the paint room as there was just 2 polygons baked to the paint room in the last file you sent. There are a number of ways to retopo an object. As a reference mesh for just retopoing and no baking or importing the model into the sculpt room either in surface mode or voxel mode. That is the most common way if you are looking to bake a normal map. ----------------------------------------------------------------------------------------------------- Edit: I personally use importing into surface model for retopoing with no baking and baking for normal maps. One workflow for both instead of using the import reference mesh option that is available from the new menu.
  12. digman

    [Solved] The Normal Map Preset issue

    Placing the information here for others interested in this thread not that you need this information tomanydemons. I do not think EMI was saying that you created a hard edge smoothing group but a 90 edge is consider a hard edge. Now it is not a real hard edge smoothing group and will not be treated as a real hard edge smoothing group. The term hard edge can cause some confusion. My workflow. I would bevel a low-polygon box. Yes it adds a little more geo but removes any shading issues as you soften the transition between the normals. This is what I was talking about. I also model to reduce the wavey normal map areas that can appear in a low polygon model. With today's games engines and powerful computers plus mobile devices, the vertex count in the low polygon model can be greater. This would include the added uv set vertices. This does not mean you go hog wild. I include 3 pictures. 1. Left cube with just the 90 degree normals. (hard edge), Middle cube (bevel), Third cube. All edges set to a smoothing group with hard edges. The first picture in Wings3D has smooth shading turned on. Left cube has shading problems. Middle beveled cube much better. Third cube, set all edges to a hard edge smoothing group. I am just showing here for others interested in the thread. Normally depending upon the model you will have some soft and hard edge smoothing groups. Second picture. Shown in flat shade. Orange edges show on 3rd cube I have set the edges to a hard edge smoothing group. 3rd pictures shows normals. For those interested, a couple of links http://wiki.polycount.com/wiki/Normal_Map_Modeling https://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map
  13. digman

    [Solved] The Normal Map Preset issue

    As stated I already mentioned the rectangle boxes and their problems. I gave my solution for the rectangle boxes. Also mentioned that how I work might not be what you needed. I did not fix the rectangle boxes as a normal map was already created for them. I hope you find the solutions you need...
  14. digman

    [Solved] The Normal Map Preset issue

    This will help. Lock your normals in the import dialog box. I tested both Unity and Blender import settings. Without locking your normals 3DC will recompute them. This is important when using an imported normal map. Not in all cases but this one for sure. The only trouble I had were the rectangle boxes. That could be solved by unwrapping them a little different or adding edge loops to soften the 90 degree normals of the edges. I generally do not have problems between 3DC, SP, Blender and Unity though I tend to add edges loops so the normal map does not have to try and completely fake the edge plus to help shading issues. The above are suggestions only which made or made not work for your workflow.
  15. digman

    Reference Object in voxel room

    In order to use to a more shaded model in the retopo using a reference object you have to select "Show relief only" and use the parking garage HDR or one that you think works best. I would still like to see the development team update the shader when using a reference object as it is one workflow that is able to be selected from the New Menu. The best way though still at this time is to import your model into Surface Mode plus using a good shader. Then switch to the retopo room and do your work.
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