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Kodra

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Everything posted by Kodra

  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.
  14. I've found one possible way: just open Surface Materials panel and hide the materials that don't need to be exported. After exporting just toggle them back on.
  15. I believe you misunderstood me. The character consists of several objects, like body, armor, etc, and each with its own UV coordinates and surface material. The character is imported from an obj, which was exported from Blender. It won't combine my 5 materials into one. I've been using this feature to export my maps all the time, and it always export each material separately (which is what I want! I don't want to combine 5 materials into one. That would be a disaster for my workflow) The only issue is that my maps are quite high-res and my PC is not that fast. It becomes tedious to wait 3DCoat to export all the maps after I make a tiny adjustment. So I'd like to just export the one material that I changed.
  16. When exporting from File -> Export Objects and Textures, it exports all the surface materials at once. How could I export one single material then? To clarify, I'm NOT trying to export one single texture map. I'm trying to export one single surface material. For example: This model has 5 materials. So it will export 5x4 = 20 tga files. I'd like to export one single materials, which would result in 4 tga files only.
  17. Ah I see. I misunderstood what Cube Mapping is. I was looking for a triplanar mapping option, but actually Cube Mapping is triplanar mapping in 3DCoat. Thank you very much.
  18. Thank for the reply. Sorry, I didn't make it clear enough. I was talking about Paint Room, not Sculpt Room. The mesh is imported, and it has UV already.
  19. I know I can use stencil to paint texture, but stencil is a 2D projection. Textured brush tips don't work well either. A single brush stroke works, but it's impossible to paint the whole model with only one continuous stroke, and the texture doesn't look evenly where multiple strokes overlap. Fill Tool doesn't work either. Because the model's UV density is not even, and Fill Tool's noise can only apply in UV space or via Cube mapping. If it has a triplanar mapping it would be so great... There must be a way to apply textures evenly, but I just can't figure out how.
  20. I upgraded to 2023.23. Still competely broken. It works in 2D view, but in 3D view it always fills the whole layer. Color/Freeze/Erase all fill the whole layer instead of an UV island
  21. Is this feature broken in 2023? Now it always fills everything, not limited to an UV island!
  22. 2023 seems good. I hope they consider to revive Houdini applink tho. Today Houdini does everything except painting and sculpting. It seems a very reasonable complement of 3DCoat, a good painting and sculpting app.
  23. Where can you find this menu? I'm using the full 3DCoat (not textura) but I only have one export menu item, which exports all UV sets. I still can't find a way to export only one UV set.
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