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""real "brush tools" one that draws a line between two points, without however being affected by the shape of the mesh, but as if it were a planar projection" You can do it manually at the moment. "0" out the X and Z coordinates and only use the Y axis for input. I also use Ortho mode. Side Note: Using manual input on the xyz coordinates gives you precise control of the gradient fill, whether you only use Y or a combination of them.
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Working With Alpha Brushes in Textura - Help?
digman replied to Silversurfer1221's topic in Painting
One method: Showing just the method, not trying to create peeling paint. Only pointing out that the groves do not get overpainted. I applied depth to the model, then created the curvature map under the Edit menu. I used a smart material, but this can be hand done by use of "Alphas" too. In the upper tool panel I limited the area that it would be applied to. There is a drop-down list that shows various ways of limiting your alphas or smart material. In the image marked by red you will see I selected "More on Convex". Plus to the right are settings you can adjust. The groves, but your case the wall would not get painted as the peeling paint should have a higher depth than the wall. Hopes this helps some. I do not use Textura but should work there as well. There are other methods but check the above out. ----------------------------------------------------------------- There is the use of true black and white masking and the older clip mask as well but I do not know what is in Textura. Black and white masking was added to the 2024 versions of 3DCoat and you can check Textura if you have the 2024 version. Also, the ability to freeze painted pixels. Your wall color layer could be frozen etc. -
Bake colors from Voxels to Retopo/Paint mesh
digman replied to SreckoM's question in Questions & Answers
Windows version----2024.14 and 2023.41 both work. It is Important to give the version of 3DC you are using. Edit: I was tired so had to check a few times to be sure, sorry for any inconvenience. -
problem with text editor
digman replied to blackant Master's topic in New Releases, Bugs Reports & Development Discussion
Your first control point for your curve seems to be off plane a few times. I noticed at the last you had it working for a moment. Try this to fix your problem. Since this is a rectangular type of model and it appears, you are not trying to wrap a text around a corner, have the view lined up correctly before placing your first control point. Press the ESC key to clear the curve. Do not start the curve right at the sharp edge of the model. Make sure the cursor is on the correct plane before placing the first control point. My picture shows the first control point is starting on the wrong plane. Blue line points to the control point. Side Note: Use the e-panel brush shown in the picture. It will help to create the text placement correctly when applying the text. I hope the above is helpful. -
Why is the mirrored side of the texture not the same?
digman replied to Galnart's question in Questions & Answers
I chose From Camera as the UV Island is closer to a flat rectangle that being a curved uv island. a striped rectangle UV island would work best, like when you create a rectangle UV island for texturing a coke can. You do not have to use tiling as you can move the untiled texture over the uv island also. On my end the textures are the same size on both sides of the gun model as shown in the video and lined up. If hand painting the uv island works best, use it or choose a different texture and use cube mapping. Cube mapping has several settings you can adjust as well. gun.mp4 -
Why is the mirrored side of the texture not the same?
digman replied to Galnart's question in Questions & Answers
Here's the back. I do have to line up the back a little for it work since the uv island does not wrap all the way around. -
Why is the mirrored side of the texture not the same?
digman replied to Galnart's question in Questions & Answers
Worked with the stencil on my end. Selected to tile the image. Which also covers the UV texture editor window Scaled the image to the size I wanted. Filled the uv island in the texture editor window. Is your Stencil seamless, I think it would be but asking to be safe. I am not sure why it is not working for you. -
Why is the mirrored side of the texture not the same?
digman replied to Galnart's question in Questions & Answers
One Method: In this case. I created a simple smart material. Ortho mode. Chose from From Camera projection. Lined up the picture, increased the size. Filled the stacked UV islands in the UV texture editor Also, in Preferences selected under the Brushing tab----Prevent double painting over stacked UV islands. Of course, the smart material can be more than simple, just made it to demonstrate. -
Why are some seams/edges coloured blue when imported into 3D Coat?
digman replied to Jakejazz's question in Questions & Answers
""Is this a problem with the pipeline between Zbrush, Cinema 4D and 3D Coat"". Yes, I think it is. Same thing happens to me using Hexagon. I do not consider this a problem with 3DC but a pipeline problem. Fix is below: The blue lines are hard (sharp) edges. Choose Select in the left tool panel. Retopo room. Select all the edges in the model using the rectangle tool from the e-panel RMB and select clear sharp. Shown in picture. -
Windows version---2024.14. Windows 11 There is "No Crashing" switching Fonts on my end. The Last Resort: In the edit menu---Choose reset to default settings. The picture shows the next screen to appear. Keep all boxes selected. 3DC will restart and then try changing your font size. I do not know your setup so of course you might lose some user settings. ------------------------------------------------------------------------------------- Before trying the above, you could try just deleting the Options.xml. Make sure 3DC is closed when you do this. 3DC will auto create a new options.xml file when reopening 3DC. Then try changing your font size. Location of options.xml file shown in picture.
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Sculpt tree layers are for your voxels or surface mode object as you know already. The layers panel at the bottom is multi-purchase. 1. In "Surface Mode" you can have non-destructive sculpting layers, The original sculpt layer object is not altered. Shown in the quick limited video but gives you the idea how it works. Simple Example: You have a head object completed. Now you can add wrinkles pores etc, non-destructively. Plus you can add asymmetrical work to the head without altering the symmetrical base head model. Sculpt layers are indeed powerful. 2. For surface mode or voxel painting. The above is not a tutorial or the best practice of using the layers panel mentioned above. Side Note. Create a simple model and test the sculpt layers out to see how it works yourself. Of course, you are not limited to fine details. ------------------------------------------------------------------------------------------------------ One thing to mention though is never use layer 0, it is for 3DC's internal use. When testing the paint mode be sure to select Under the paint room view menu---Show voxels in the painting room. Your voxel or surface mode will disappear otherwise.
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Blending between layers without merging.
digman replied to Mirlo101's question in Questions & Answers
Not possible at the moment. Auto pick allows the cursor to select the different layers as you sculpt along automatically but will not blend without the seam showing where the objects meet. The seam cannot be smoothed away merging the two objects seamlessly but keeping them separately at the same time.