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Kodra

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  1. 3DCoat has an "Edit projection in external editor" feature, which is very powerful and enables a lot of possibilities (like utilizing Photoshop's AI outpainting for texturing). However, in the current version of 3DCoat (2024.16), it's completely broken when there are layer groups. Say I have this simple cube: I sent the projection to Photoshop and add a new layer there: Then I got this: See how messed up the group hierarchy is. I only added one single layer in PS, but 3DCoat decided to completely reorganize everything (and broke the texutre during the process). The feature seems to work fine when there is no group, but unusable when there are. The .3b file is attached. edit_projection_bug.3b
  2. I'm talking about this menu: These adjustment operations seem to always work on the whole layer. Even the frozen or hidden areas are affected. Is there a way to only adjust an area?
  3. What's the current situation of "Importing to Paint Room without changing the scale"? It has been like, 4 years. Surely 3Dcoat has fixed it? The auto-scale-to-viewport is an anti-feature that shouldn't have existed from the beginning.
  4. Uh... kinda, but not this. Not only one has to copy it 3 times (no RGB option), but it doesn't remove the pixels from the source layer. And it's totally broken with freezing area: I guess a workaround is: duplicate layer -> freeze -> erase unfrozen from the source layer -> invert freeze -> erase unfrozen from the destination layer
  5. In 3DCoat, how to separate one layer into two? In other words, "cut" some pixels and "paste" them as a new layer. In Photoshop it's called "Layer via Cut". Make a selection, Layer via Cut, and done it's now two layers. I'm not sure how to do this in 3DCoat, except syncing all layers with an external editor and do it in Photoshop anyway.
  6. And the original question was asking about how to export textures so I'm not sure how this menu helps. I'm still looking for an option to export textures from one uv set. Is it even possible?
  7. Unfortunately it's actually not true. I don't know why I thought it's the solution. Even hidden materials are exported. One another simple task that 3DCoat can't do, I guess...
  8. Yes, exactly this. Thank you for the answer!
  9. I know there is a Symmetry panel where I can enable a symmetry plane. However, it only affects the newly painted pixels. My question is that if I have some textures already, how to symmetrize them? If I could do it layer by layer it'll be even better. Basically I'm trying to do this "symmetry copy" action, but with texture paint instead of voxel.
  10. Unfortunately it doesn't work for me. (3DCoat 2023.27) Actually, what works for me is the exact opposite of what these posts say! I added a pure black layer under it, and remove the alpha channel from exported png completely. Now it's a png without any alpha. (not just "alpha = 1", but no alpha channel at all, like jpg) And it works. I'm speechless. How is something simple as importing a png as a brush tip involving so much trial-and-error? And it's so unreliable that my result is the exact opposite of other posts say?
  11. These posts suggest to add a height layer with 127,127,127. Don't work either. I'm having a really hard time to understand why it's so difficult to import a simple brush tip into a painting program and why it has been a bug for 5 years.
  12. I've checked this post. But the solution doesn't help. The solution suggests that making a brush tip png with transparency eliminates this issue, but my brush tip is a png with transparency already.
  13. I import this simple png with alpha channel (see attached) as a brush tip. However, it looks really bad: As shown in the above screenshot, each stroke doesn't blend together, and leaves those ugly "seams" between them. What's wrong with this brush? The same brush tip texture works fine in Photoshop.
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