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Galnart

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Everything posted by Galnart

  1. Procedural generation is better at textures right now anyway, stable diffusion 3 might change that
  2. Doesn't seem to mirror if i do it this way anyway
  3. I thought it lined up perfectly when i filled inside texture editor apparently not
  4. Mirrored one seem to have different scale, doesn't happen if i brush it Seems to be the same way if i enable tiling the mirror side gets bigger
  5. Aaah then i understand Thank you! Yeah, i think it was because the Stencil wasn't seamless Gotta see if seamless stencil fixes it If it should be working, then it's just me using it wrong I just thought it was a weird behavior even if the stencil isn't seamless It wasn't because the stencil wasn't seamless It only does it with fill for some reason, if i paint the stencil with brush it works as intended
  6. "Also in Preferences selected under the Brushing tab----Prevent double painting over stacked UV islands. " This i have already done, after you suggested it in my other thread Cool texture you got there. I just don't get why it mirrors weird when i paint with Stencils It doesn't behave like that with regular brush strokes? If you fill a stencil on one side, it becomes different on the other side and this doesn't occur with regular brush strokes, i just want to know why so i can avoid this behavior. should i just avoid filling stencils with a mirror and call it a day, or is there another solution?
  7. Oh thanks, lowered it to 32 right Some of them are stacked like the holes in the revolver cylinder I don't think i stacked them on this version of the gun though
  8. Good enough, it almost does want i want, the only problem is that some of the colors seem to spil over to other UVs Needed to use something like it to quickly fill out parts of the gun with a base color
  9. Is there an easier way to do this now, or didn't that feature request in that thread lead anywhere?
  10. Yes, found it, Thank you!
  11. Is there a shaderball model i can download like the balls showing the materials in 3dcoat
  12. I would love to know if there is any major new features.
  13. Have to do it in armorpaint for the time being then i guess
  14. Turning the brushes into stencils and filling them with other brushes gave some cool results, and with almost 600 brushes in the 3dcoat library the possibilities are kinda endless
  15. When painting in 3DCoat the stencils is is very useful to create fast and good quality patterns, I really love that this feature is in 3DCoat. What I'm wondering is if there are any good stencils for scratches and stains that people could recommend?
  16. Yeah godot uses pbr How it looks in Godot With some darker shading it's starting to look like it does in 3DCoat
  17. When i try to export the new material i only the diffuse png, the old material at least got the alpha. i don't know what it is that i am doing wrong. It would be nice if there is a method to export to Godot if possible the GLTF(Standard) method doesn't seem to work so i had to export to blender first than export from blender to Godot with GLTF Which export preset is preferred? i've tried blender Applink, blender cycles, GLTF(Standard) and the PBR ones. OLD MATERIAL NEW MATERIAL in 3DC New Mesh/material and old mesh/material together in blender
  18. Okey, i get rid of onedrive and reinstall 3dcoat Edit: Yes, the installation was bad i removed onedrive and installed 3dcoat again on my C: Drive, now the materials work
  19. I always update 3dcoat when a new version is available but the materials tab has never worked for me? it worked back in 4.x versions of 3DCoat but not since the new versions of 3dcoat. I usually use 3DCoat with the external 2D editor Krita and just using the brushes in 3dcoat so i haven't had a big need for smart materials until now. But now i want to start creating smart materials so i want it to work. I seem to see some materials(ithink it's just the ones in the default tab?) in sculpt room but not in the paint room?
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