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Found 95 results

  1. sdimaging

    Liquify/warp tool in paint room

    I know this is the wrong section, but the feature request was disabled for posting? I'm working on mapping some bread to low polly loaf shapes, I've been shooting photos of each side stitching together onto a 2d plane and then mapping orthogonal views to each side and then stamping (cloning) out seams, they look really good (SEE ATTACHED SCREENSHOT OF FINAL). I've been jumping back and forth between substance and 3DC bc technically for what I'm doing they pretty much do the same thing, BUT when I need to tweak alignments and such I have to jump to photoshop and liquify and then bring back in and I know substance has live layering and 3DC also does from projected views to use this a work around. Ultimately, it would be awesome to see a liquify toolset in 3DC and i would never use another program again! Affinity Photo has an even better live liquify capability and dozens of other photo softwares out there have the included toolset, so to think an added plugin to 3DC wouldn't be too unrealistic. With a UV set it could easily bring in the UV set to a separate window with the generated pixels from the specific layer selected (Merge all could be used to capture entire work area, or isolate a specific layer selected) and liquify tools to help adjust would be simply amazing and very functional. Smudge and other tools just deminish quality completely, but to have a functional less diminishing option similar to photoshop liquify would be magic! In addition, TRANSFORM would be amazing, to take a layer and transform it to move across the 3d plane on an object, scale, rotate, etc..would be equally as great.. If 3DC did nothing else between now and V5 that would be an amazing add on that would just be texture paradise in my opinion. I come from 15 years of retouching, and I may be bias, but ultimately textures are super important and to add a few essential retouching tools to the 3DC toolset would be a great overall improvement, and leave SP in the dust in my opinion. Now that Adobe has their future in their hands, it's not long before similar strides are probably met on that end. Ultimately, these may just not be able to work into the program, but in my head they seem to and I would love to know why they wouldn't if so. LASTLY, I know there is the TRANSFORM/COPY tool which isolates a selection to transform and copy again, which is nice and does come in handy, I am proposing a transform layer option in addition to that tool, which essentially you take the current layer and can rotate and transform live across the 3d plane, for example you paint a smily face with height and color so you have a bit of a raised smily face, you can then freely drag it rotate it scale it across the plane while still keeping that layer isolated and nothing changes except the UV coordinance. I know a work around and similar method would be a smart object with an alpha mask and then painting in, which is nice and works. But if I'm cloning small pieces and want to slide up or over or copy and move again and have these all isolated to layers individually, this is my goal and dilema. Thanks! I love 3DC and just want to keep making it more awesome. SD
  2. MadMan

    Texture Problems

    Hi ! I am a noob here... I started painting this after I model it in surface mode. In some points including all the grass the texture is very bad looking. The images that I am using to texture are 2048x2048 pixels or bigger. The preview looks awesome... I read the topic about the preview and understand that they will not look the same. But as you can see there are some points with very big difference. I marked the with red. I want to obtain the quality from the preview if possible or at least the good zones (marked with blue). Is a bad mesh surface or something ? (for me it looks like the surface is the problem, what s the best tool to divide the surface ?... or something like that). I imported it from rhino exported as .STL and has over 50 million triangles. Thank you !
  3. João Dias

    Help with import for per pixel painting

    When i import my 3d model as .obj i only can paint one part of them, is this a bug or i should import the model as other extension (.dae) (sorry for my bad english)
  4. Syntex3D

    [Bug] Incorrect brush behaviour

    With the default brush settings, the brush alpha is incorrect (Sharp shape: OFF). In the screenshot below i used an alpha with smooth edges & when "Sharp Shape" is OFF, the result is incorrect because it has hard edges even though it's supposed to be a soft edged brush. When "Sharp Shape" is ON, the brush has smooth edges like it's supposed to, but when the brush stroke intersects with itself & you don't lift up the pen, it creates weird looking corners. With "Sharp Shape" OFF, the self intersect result is correct but the edges are hard even though it's a soft brush. There is no way to get the correct result, either the brush alpha has hard edges even though it's supposed to have smooth edges or the self intersect result is incorrect. (All strokes in the screenshot are drawn with the same alpha & same brush size, using the "depth & opacity" brush)
  5. Hello! I am on the last 3 days of my 3dcoat trial (which unfortunately I only just started using a few days ago) and was really liking it, but ran into some trouble. First of all I can not figure out how to apply the Spline Images. I am following the official 3dcoat youtube tutorial on painting. In the video he says to press "enter" to apply the image, yet for me nothing happens. The other issue I have is the horribly ugly paint strokes. With pen pressure activated it creates horrible shoe lace ends (a problem often seen on photoshop) Also the strokes themselves are just bumpy and not smooth. Here is an example Thanks!
  6. Hello, I have multiple issues possibly stemming from my custom texture size but who knows. my entire game project is at a texel density of 0.72, putting a 1x1m texture at 144pixels squared. This is a huge problem for the reasons outlined in 3dCoat. 1. Custom texture sizes dont stay. If i set a custom texture size, although it sets, if i then go back into the texture size dialogue, it automatically switches them all to the closest power of 2, so if i then make a change to one texture and save, all the others will revert back to the closest power of two. 2. changing to custom texture size refreshes dialogue to top of screen. I am working with multiple objects, changing the custom texture size will reset the dialog and revert to the top of the dialogue, forcing me to scroll down to find the texture again. btw because of u,v i haveb to do this twice a texture. definately needs to be fixed. 3. at 1:1 resolution in UV mapping paint on a smart material, the top pixel is always skipped. doesnt matter what i do, the top pixel is always broken, it will never paint over it. However, if i change the scale in uv mapping to anything other than 1, it will paint?! 4. In the texture editor, non power of 2 textures do not work in smart materials in UV mapping mode. Please help / Fix these issues. Ben Swinbanks
  7. Hey For some reasons my lines are pretty jagged whenever i paint them from further away, resulting in a less-than-desired effect. I've drawn 2 strokes with the exact same brush, only difference being that i drew one up close to the model, and one further away. Anyway to prevent this? I really like the program, but this is pretty deal-breaking tbh.
  8. Exsulator

    [Solved] Delete (paint) layer broken ?

    In the paint room, I have a particular layer with an old retopo-bake that need`s deleting. The delete button does delete other layers, but not this particular layer. (There are newer, baked layers in the list, so deleting this particular layer would not leave the room empty of content or other layers) Deleting "Layer 0" is seems impossible.
  9. I'm not sure if this is the best place to post this question. I wonder if there should be a place for new users learning to use the application and are getting stuck on specific methods. My question: Why can't I paint on some parts of a model after making an ambient occlusion layer? When using some materials, 3D-coat needs to calculate and create an ambient occlusion layer, and a curvature layer. Fine. I don't necessarily understand why it needs to make these for me to use the texture, but that's not really the problem. The problem is that in the areas that it is darkened with AO, I am unable to paint that texture. Why is that the case? And, how can turn off the ambient layer and paint into those empty areas? Here you can see that there is a place on this model that has an empty place that can't be painted on, and from what I can tell it's all the areas that are darkened with AO. Maybe there's a different reason? Because of piece overlaying? What am I doing wrong? Any help very welcome.
  10. alexlivingstone

    [Solved] 3DCoat HP to LP workflow

    Hi All, just using some free time at work to get some things sorted in my brain. I am a relatively new user of 3D coat and am really enjoying it. Sometimes I get a bit frustrated with the different rooms inside it and how things change but it's coming along. Out of curiosity I am just wonder what the proper workflow is to go from HP to LP game ready asset. Is this correct; - Sculpt HP in sculpt room - Retopo LP in Retopo room - UV Retopo - Bake Normal Map - Paint HP in paint room - Bake Textures (little confused on how to bake in the paint room with the options in the Texture menu.) I've only used Substance before to bake and paint. Thanks for your help.
  11. Is there a fast way to select a Paint Object from the 3D view? I want to single out a spesific object to paint on it, but finding it in the Paint Objects pannel takes way too long. I know you can hit H and it will automatically select a voxel layer but that doesn't work with paint objects. Is there a way to convert paint objects to voxel layers Another possible workaround would be if I can somehow see the Paint Object's name when I hover over it in the 3D view. Even naming the layers won't help btw because there are way too many of them.
  12. Hi, Sorry for all my questions, but I'm still exploring 3D Coat, and loving it. I was wondering: If you take a voxel object straight from the Sculpt room to the Paint room, you'll be painting with vertex colors. What's the best / easiest way to convert a sculpted voxel object to an automatically UV-mapped mesh that's ready for UV painting in the Paint room? I assume the key room for this is the Retopo room, but what steps should I take if I want the voxel object to be meshed and get UVs in stead of going through retopology? Many thanks, Metin
  13. McCabe

    To Re-Paint or Not To Re-Paint?

    Hey folks, I have a question about Exporting Textures. So, I have a finished model that I have unwrapped and UVd and then painted in the paint room. But when I brought it into Unreal I am not happy with the resolution of the texture and I am already at 8k. (was hoping to get it all on one UV) Now I have gone back and split the model into separate pieces and am hoping there is a way to import them individually and bake/apply the previous painting I did to that section, OR. Do i need to paint all these separate parts again? please say it isn't so!
  14. Hello, I've been using 3D-Coat for a good while now but I've never run into an issue quite like this. When I import this particular model that I've been given to texture, I noticed that there were these strange diagonal bands in the texture editor. I didn't think much of it at first but when I paint with depth information, the depth gets applied at maximum strength when inside these bands regardless of what the brush strength is. This only seems to happen with this particular model. I've included the .obj version, but I can't figure out what aspect of the model may be causing this. The bands don't seem to correlate with any of the edges on the model. There is only 1 UV set on the mesh (I've checked it in 3ds Max, Blender, and Maya, all showing the same thing). The problem occurs regardless of whether I export it as a .fbx or a .obj. This problem occurs with this model in both 3D-Coat 4.5 and 4.7 regardless of the texture resolution I specify when I import the model for per-pixel painting. Any ideas on what might be causing this? You help is much appreciated! HumanShip01_Arm.obj
  15. Hello, I am playing with 3Dcoat for a while but recently I came to this video: https://vimeo.com/206531457 Here guy decimates objects in S mode but how then he imports it for painting? How did he achieved automated UV map in paint mode? I tried several approaches for import decimated mesh but results were usually crashing. Thank you!
  16. Hi people, I just painted some textures with normal maps and others layers in one Genesis 3 Female and now I want to repaint it in Genesis 3 Male, how can I copy all those layers over the new object?
  17. I am attempting to bring into 3d coat a high poly model, to which i will want to retopo, followed by painting onto the high poly to then bake down to the low poly. How do I bring in the High poly model into 3d coat to allow me to do these steps? The high poly model is not unwrapped or has its uv's laid out, but I am told that this is not required when it comes to painting onto the high poly to then bake down to the lower.
  18. Using Demo to understand the 3DC engine! Just got the correct exports for Octane out of 3DC, use the Arnold export not the Octane Preset. As I import an object to paint on I tried a CHAIR. It has two surfaces...metal legs and fabric top. I see both in the Surface Materials TAB. But using the layers for doing the actual painting I don't see a way to reference them. So I paint as close to each surface as I can, treating it as all one LAYER. This can't be the best way.... What am I missing?
  19. Hi... I am texturing a mechbird I modeled in Groboto3D, Hexagon3D & Wings3D. The mechbird is comprised of 4 separate objects - body, head, right wing, left wing. All four objects are imported into 3DC and uvmapped and painted (which I would like to add is a very pleasurable experience). The body was saved as a 3DC file. The head and wings are also saved as a 3DC file and also exported as OBJs. When I'm finished I open the body 3DC and then import the head, right wing & left wing OBJs. However I lose the metalness (glossiness of the head & wings). Below are screen captures of the body & head in the paint room after being uvmapped.
  20. I'm working on a robot which I modeled in Groboto and Hexagon. The head is composed of several smaller objects (head, nose, ear, eyes, antenna, etc) which can all be imported as separate objects in Wings3D, Hexagon, Silo, Vue Complete or 3D Coat. So far I've uv mapped & painted the head, nose and ear as separate objects 3DC. UV Mapping in 3DC is a very enjoyable endeavor. In the paint room I also created some details with normal maps. Here's the head
  21. Hi, all! After creating and unwrapping a UV map, I can see the UV preview in the Retopo room-- but when I switch to the UV room, there's nothing there...can someone help? Thanks! Bryan
  22. hisai

    UDIM ISSUE

    Hello When painting multi tile mesh in paint room If you use the blurring tool at the boundary, strange edges will appear. What should I do?
  23. bcgreen24

    Bake Textures As Seen in Render Room?

    Hi, all! I was under the impression that you could bake 'render room' shaders onto an object so that the material can be exported as images along with the mesh. If this is possible-- how the heck is it done? I can't seem to figure it out... Thanks! Bryan
  24. Alessandro Paviolo

    Paint room - layers problem

    Hi, I'm kinda new to this program and after watching a few courses i got stuck here: the problem I have is that after i sculpt and then bake the objects, I dunno why in the paint room i cannot see anything in the layers, even if they are shown in paint objects. Maybe I understood wrong, but how can I get different materials if they are not separed in different layers? Thank you for the answer and the patience
  25. Hey, Pretty noob to 3d coat, so sorry if this is obvious..... Painting the underside of the mesh is very difficult if you also need to see Normal map Info or just lighting in general. There doesn't seem to be a way to easily & quickly flip the model to allow easier access to the underside. The problem is that it's just too dark. I can use the flat shaded view.... but my painting needs to follow the normal info. which isn't visible in flat shaded mode obviously. I can increase the overall light intensity but that just seems to blow out all the colours and makes them not representative of the final texture at all. I can go to the tweak room and rotate and then come back... but that's not really ideal at all. the ambient light setting seems to do nothing in this view. otherwise that would be a workaround of sorts., ideally there would be quick rotation tools in the paint room or a way to rotate the environment map on more than 1 axis. Are there any work arounds that people use? any help would be greatly appreciated. cheers
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