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Silversurfer1221

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  1. I saved the alpha out from Textura as PSD. Then I opened that in Affinity Photo, ensured it as 16-bit RGB, saved it out as both a PSD and a TIFF. The PSD was a mess when brought into Textura and unusable. The TIFF was exactly the same as the 8-bit version that Textura had exported (severe banding).
  2. All I did was save as PSD from Textura and then immediately bring that PSD back into Textura. I didn't even open the PSD in another application. To me, this means that Textura's export to PSD lowered the resolution.
  3. Thanks. I was working with this last night, but ran into an issue. If I save out a PSD of the alpha via RMB and then import the texture right back in, I get severe banding: The left-side one is the original alpha. The right-side one is the alpha, saved out as a PSD, unedited, but brought right back into Textura as a texture. So, this means I did nothing to it (didn't edit in any software) and I get this banding. I noticed this first because I had edited one and got the banding and thought it came from the software I had used to edit. So, I did a test with saving out the alpha as PSD and then bringing it right back into Textura and still got the banding. Therefore, it looks like the banding is being caused by Textura when it saves out the PSD.
  4. Also, when I select a brush, I get this panel out to the side: It gives me things like Color, Alpha, Depth, etc. Is there a way to access these to alter them? Or do I create them outside of 3D Coat/Textura (such as in Photoshop) and import as a brush? In other words, is my solution to alter the alpha/brush itself? In a program like Substance Painter, it's actually pretty easy to set this sort of thing up, but I have no clue (yet) how to do this in Textura. And, frankly, I like Textura a heck of a lot better than Substance.
  5. Thanks for trying to help, but I am not getting this to work with a brush (not filling a layer). What I want to do is create a brush that uses an alpha and that alpha will determine depth (the cracks and peeling paint, etc.) and in the cracks or area revealed by the paint peeling, there be the color of the 'wall' beneath the paint. So, for that area that represents the wall behind the paint, color would be applied, but not for the areas of the peeled paint, etc. For example, here's some of my alpha brushes: When I apply one to a surface, I get something like this (ignore the material under it as this is just a test): The raised area is taking the color (purple) from my foreground color. If I change to other modes (more on convex, etc.), then the alpha when stamped/brushed either shows no color at all, barely any depth, or nothing. What I can't figure out is how to get the center area to be a color or material. So, how would I get this to not show the foreground color at all and fill the interior area with a color or material of my choice? Thanks again, by the way. I do appreciate it.
  6. Hello. I have several alpha brushes for things like cracks and peeling paint that I want to use for texturing a game model. The alphas work great for adding depth. However, what I want to find out is if I can use the alpha brushes to add color to some areas. For example, let's say I have an alpha of peeling paint. The peeling part should be the same color as the painted wall and this currently works fine. But the 'exposed' part where the peel is peeling back ... I'd like that area to look like the wall beneath the paint. How would I set up a brush to do this? Any pointers would be much appreciated. Thanks in advance.
  7. Thanks for helping. I realize I can create my own smart materials and create layers within them. But let's say I've downloaded several smart materials from the 3D-Coat smart material library and am using them on a model. Now I want to use these same three on other models, too. Sure, I could write them down and manually reuse them, but is there a way to combine them so I can just apply once for each model I want to use them? I'm guessing, no. But thought I would ask anyway. I think what I really need to do is create a series of my own smart materials for use with this current project.
  8. Okay. For the sake of discussion and learning, let's say that on layer one, I am using a smart material for base color, on layer two is a smart material for rust, and on layer three a smart material for dust and dirt. How would I make a single smart material from the three being used?
  9. Hello. Let's say I've created a set of layers for a particular model, such as a layer for the base color, another layer for dirt, another layer for streaks, etc. If I wanted to use the same layers on another model, is there a way to save this out for that purpose? Let's say I've used a smart material for the color, another one for rust, another for dirt, and I want to have consistency across similar models (like various floor panels in a scene) - how would I reuse the layers for other models so I have the exact same setup for each? I tried replacing the geometry, but it kept the UV map of the old geometry, so this didn't work. I really don't want to have to write down each smart material I'm using and then have to attempt to recreate this layer by layer for each model that I want to have the same sort of thing. If there's a simple way to do this, please let me know. It would be great if 3D-Coat and 3D-Coat Textura could save out layers as a smart material like you can in Substance Painter. Any help with this would be greatly appreciated.
  10. That did it! Thanks! Still learning the software. There so much you can do with it. Thanks again, I truly appreciate it.
  11. Hello. I am use Textura to texture my models. On one, I want to create raised areas (i.e. depth) using the Curves tool to paint some lines. I can create one line (a curve with several points that's shaped as I like) just fine. But what if I want that line to have 'branches' or intersects? Is there a way to start drawing the curve, laying down points, tell 3D-Coat/Textura to start a NEW point not connected to the old curve OR start a new curve from an existing point, such as one midway on the curve (i.e. branching). The main reason I am interested in this is I am using the curve tool to create raised areas on the model. If I create a curve with depth and finish it, then create a second curve with depth that touches or overlaps it, the depth is added to the old curve, too, making a 'bump' there. So, what if I wanted to make a 'T' shape, for example or a cross (+) ... how would I do that keeping the same depth (no additional raised area where the lines meet or overlap)? Thanks in advance for any help with this.
  12. I am using 3D-Coat Textura. One of the layers only has the DEPTH channel on and I've used it to stamp alphas to create concave and convex shapes on the model. Above that layer I've used a smart material that adds dirt and grudge. The smart material affects all the other layers based on the model's other baked maps, so all the nooks and crannies get nice worn edges and dirt accumulation. My question is, how can I get the dirt smart material to also affect the layer with the stamps on it so that they don't look so clean? Any help with this would be much appreciated. Thanks. Edit - Figured it out right after posting this. I just needed to re-bake the cavity and AO maps again. All's good.
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