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biotron

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Everything posted by biotron

  1. I did, but still run into the same problem. Also, when I delete the layer containing the displacement map, the problem goes away but the displacement of the mesh is still present until I uncheck "show displaced mesh".
  2. Does anyone know why I'd get these hard edge artifacts when importing a displacement map? And I'd like to use scalar displacements as opposed to vector.
  3. Hi there. I've been working with Sony Interactive Entertainment R&D on subdivision surfaces for use in real-time games. I've been experimenting with different tools, trying to figure out an efficient workflow and would like to know if 3Dcoat uses Catmull/Clark based subdivision, and if it does, are there settings for the various methods of handling UV boundary smoothing, such as preserve edges and corners, preserve edges, etc? I've watched the displacement painting video and it seems like 3Dcoat holds a lot of promise for the work I'm doing, but my biggest issue has been trying to paint on an accurate representation of the final limit surface I would see in the engine. I like Substance Painter for it's procedural, non-destructive workflow, but they don't have the ability to subdivide the mesh and view the tessellation as you paint. At least not yet. Mudbox doesn't have PBR and the texture painting workflow seems a little behind the times. Any info would be appreciated.
  4. Paint room request. It would be super useful if there was a function that allowed me to capture the shaded view of the 2d texture from the texture view window and export out a PSD or a TGA of the file in the dimensions that I specify. Right now I can screen capture and do everything by hand in photoshop but that method is not precise - I end up having to scale a bit to match the UV layout and waste time fixing seams. It's essentially a way to quickly bake a texture flat and I get exactly what I see in the shaded texture preview pane. If you could add this feature I would be eternally grateful. Also for the texture view window - zoom to a precise 100% would be great. I can zoom in or out but I don't seem to be able to snap to specific increments like photoshop.
  5. Yes, please add this feature. It would be very useful to have color spec maps for the game development community.
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