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Found 83 results

  1. Hi guys! I have a project I am working on and the bit I have gotten to now is really making my head hurt haha! So I am trying to make terrain pieces that can fit together side by side and be seamless and flow from one to the other. The idea is that I can sculpt a number of pieces and they can be used multiple times in different positions and rotations to create a potentially infinite number of terrain boards. http://i.imgur.com/NGRCrqg.jpg That is my rough concept where there are pieces like straight rivers, curved rivers, rivers with crossings, cliffs, cliff corners inner and outer, cliffs with slopes, lakes and grass plains and they can then be used multiple times to create varied landscapes. My issue is that I am unsure how to make them tileable! Ideally I am looking for a way of sculpting a perfectly square mesh that repeats at the edges so each module can fit next to another module with relative ease. I have tried doing it via photoshop creating heightmaps but the results are not great and it takes far too long to make a heightmap by hand, with detail without having a reference as to what it looks like when applied to a model. I would appreciate any help that I can get with the matter! I am struggling! Thank you!
  2. Hi I'm having a bit of a problem with 3D Coat. I created a texture for a model I had made and was saving incrementally as I usually do. Anyway I finished it, saved the file and left it until I needed to export it. I have just went back to it and the texture I created is completely gone and the whole object is grey... So I figured I'd just go to my previous save. It's texture is gone too and so are all other previous saves. I checked an unrelated file and it's textures are still there. Did I do something wrong? When I look at the thumbnail for the file the texture can still be seen. Here are pics of the file and also of the thumbnails. Any help would be much appreciated. Thanks.
  3. arch3d

    Real-scale maps

    Hi all, I would like to ask you about using real-scale textures for paint. If i got e.g arroway texture i know real scale coverage (eg.1mx1m) So i would like to "fix" brush size. Is it possible? Thanks, Michal
  4. Hi everyone, as the title says I'm trying to look for a way to do this. I did some research myself to see if I could find the answer but none seem to have a clear answer to what I'm seeking. So far the only workaround I've found was to export my model as a .ply, which isn't what I need. As stated here in the last paragraph under the "Paint Room" header, it says that I can "Bake your vertex colors and PTEX textures to standard UV Maps for usage anywhere" - I'm assuming this is the same as Zbrush's auto generate UV button after polypainting. Where can I find this function? The thread I could find closest to the question I was asking was: But based off of the answers it sounds like there's no such button to auto-generate a UV based off of vertex color. This confuses me because the documentation says otherwise, no?
  5. Mid way through texturing, I decided to export my textures to see how it would look in marmoset. Upon export, and many alternative attempts to export later, it has become apparent that something wrong has happened. My model, which is comprised of 6 different meshes, is being hand painted (no pbr textures), and only has a few layers. When I try to export them however, all I get is a black texture with some squiggles. If anyone could help, that would be very nice. I am using version 4.7.06(DX64)(educational) on windows 10 Link to the file on my drive since it is too large to post here: https://drive.google.com/open?id=0BwWtNA0OwLazdThWcVkwWnhFR1E
  6. Mid way through texturing, I decided to export my textures to see how it would look in marmoset. Upon export, and many alternative attempts to export later, it has become apparent that something wrong has happened. My model, which is comprised of 6 different meshes, is being hand painted (no pbr textures), and only has a few layers. When I try to export them however, all I get is a black texture with some squiggles. If anyone could help, that would be very nice. I am using version 4.7.06(DX64)(educational) on windows 10 Link to the file on my drive since it is too large to post here: https://drive.google.com/open?id=0BwWtNA0OwLazdThWcVkwWnhFR1E
  7. Hi! As it is not possible to sculpt (using a stencil) and projection-paint (using the same texture as for the stencil) at a time I am wondering if there is good way to match a sculpting with stencil and later project painting with a colored version of the stencil. Any good workflow for this or is it just a matter of aligning (positioning) the sculpted model as good as possible with the bitmap for painting? Thanks! David
  8. Hi Everybody, so I am painting a texture in 3d coat and am happy with it. Then I export to Pepakura and everytime certain parts are distorted. Do I need to make the UV map symmetric? If yes I have no clue how to do that and i think its unnecessary extra steps. I attached screenshots to show. Any ideas?
  9. Lewis

    Visible Texture in Retopo ?

    Hi! I'm not absolute newbie to 3Dcoat (using it mostly for Retopo and UV mapping since 2015) but not an expert either so i need help :). Currently i can't find solution for one problem. I have 800k polys mesh (5 mil polys photogametry scan decimated in zbrush and exported with UV map) which I'm doing retopo on in 3DCoat 4.7.x (i need to do it manually since no automatic mode gives me good enough results) and all is going nice and smooth (i love Quads tool :)) except the fact i can't find way to display my main mesh (retopo background mesh) with it's TEXTURE ? I have hi poly mesh (that 800k polys) which has 8k UV map for color/normal/spec i need to see that texture in OpenGL while i'm doing retopo because some parts of mesh need polyflow based on texture colors. Is that possible somehow in 3DCoat? All i can get in Retopo room is modes from 1-9 and neither of them shows Texture on background mesh visible but different modes of grey/specular/wireframe? Thanks
  10. calidos

    export OBJ with simple texture map?

    Hi friends, I imported a scaned model (from photogrammetry), I painted it with several layers, and now I would like to export model to OBJ and a simple texture 8K resolution (JPEG or PNG...) to use in a scene for animation with Cinema 4D. I tryied different option to export color textures and I have only a 256x256 pix PSD with all color layers but empty. 3D-Coat is so complex and with so so many options that do a simple task like this it's no easy for ocasional users like me. Thanks in advance!
  11. Ashington

    [Solved] Auto UV-ing

    I'm having a bit of trouble getting UV's to blend at the edges. This is my best attempt - making a base mesh in C4D and auto-UV-ing in 3DCoat. I'd like some advice for making the edges blend better, or perhaps a video link. I'm on the lookout for manual UV-ing tutorials so any advice that points in that direction is appreciated. Also, I'd like to understand why the material was blank when exported - ie: the textures didn't export with the OBJ. I had to export them separately and reconstruct the material from individual maps in C4D. pillarRockTest-1-bad-UVs.tif
  12. dimitribastos

    The Great Evil Witch

    From the album: Monster Bash

    This illustration is part of a bigger project called Monster Bash. Actually this is the first one: The Great Evil Witch from the Dark Forest. Hope to share more with you soon!
  13. Hi all, I'm really enjoying the smart materials, but I keep running into a snag. When I initially open 3DC and start working, selecting a smart material brings up the preview options at the top as well as a twirl down preview window to see the material applied to my model - sounds normal right? This works great, but if I inadvertently close the preview options (which also closes the preview window) then select another smart material, the options pop back up, but I can't for the life of me get the preview window to come back! I've looked at and clicked on everything I can think of to figure out the trick, but the best I could do was to get it to return when I open the smart material editor. Better than nothing, but it only stays as long as the window is open, and I have to close/reopen the editor if I want to try another material, which can get pretty tedious. Any ideas on how to call that preview window back permanently? Thanks!
  14. Leoluch

    Create texture atlas

    Hello guys! I am really happy to use 3d coat and this is my favorite program for texturing, retoping and UVs, BUT For the competition i need texture atlas and i totally can't understand how to do it. I use UV room a lot, but still not very good in some functions of 3d coat. What i want - for example: i have 4 512 textures. All models have their own UV and they textured in Metallic PBR + AO. (3-5 textures for each one asset). Question - how to create 1 1024 texture for that models? I know only long way - create 1024 texture in Photoshop, past 4 textures and place UV's by hands with 0.5 scale. But I am sure that this is stupid action and there are ways which will be better and faster in 3d coat. Or may be there are another ways . Please, if it possible, link any video or write step by step. I will really appreciate help, thx
  15. Hi there I am currently giving 3dCoat a spin and have a question for the UV room: I've created the seams and unwrapped the model successfully. The texture export also works well apart from the fact that I would like to export the UV wireframe as a reference as well (on a separate layer would be cool). I havent yet been able to do that. Any ideas on how to do this? Cheers, Michael PS: Why can I only make 2 posts per day?
  16. Hi Im newbie on 3dcoat and trying to learn 3dcoat. is there someone that really know how to export correct settings of textures for vray for maya ? fbx exported within 3dcoat wont importing in maya2016 correctly. also I tried to generate my own shading-network in maya. but result is very bad. do you have a practical video shows how to export correctly for vray4maya and how to setup a shader and link texture nodes in maya ? it is really confusing what does it mean "texture export/import workflow" (gloss metallness, gloss specular color.. etc.) do you see a good video tutorial that teaches it ? thank you
  17. seengh

    Texture Woes

    Hello, I recently purchased 3D Coat and started my first personal test project. I opened up the software and created a model in the sculpt room, then brought it into Paint Room and painted it. At this point, I tried to save out the object with all the aesthetic data and started to run into problems. 1) Tutorials show that when you go to Export objects and textures, it is supposed to give you a popup menu of the types of maps you want to save. This pop up doesn't appear. It only allows me to save the geometry as an obj, fbx, etc. 2) So, I go to Texture drop down and try to save everything manually one channel at a time. All the tga files come out black. Any insight to fixing this would be greatly appreciated. Thanks!
  18. worldcrafter

    Shortcuts for stencil transform?

    I cant find any shortcuts for rotating, scaling and paning textures/stencils. Are there any? there is no tooltip for them.
  19. При експорте материала из коата в макс/вирей материал становится совсем не таким, каким он был в 3д коате, как я понял - это из-за того что вирей не поддерживает PBR, но ведь как-то наверняка можно в вирее использовать текстуры и материалы коата... Подскажите как сделать так чтоб в вирее материалы отображались верно и как вообще рендерить модели и материалы с коата, не на коате... например как их рендерить на вирее, или может вообще воспользоваться возможностями рендера на движке вроде анреал енджина?
  20. Hi, I'm fairly new to 3D Coat and I currently only use it to work on reskins of weapons for CS:GO but I've come across an issue that is becoming rather frustrating as I can't work out what's causing it. After opening in external editor and working on the texture then saving and loading it back in 3DCoat the program seems to sample a section of the texture and draw a line right across the bottom of the UV as seen here; http://pasteboard.co/1NlqNDGM.png this line is NOT present in the .psd file! I did not put it there! But it persists and I can't get rid of it, I don't even know what's causing it or how to stop it. I thought it might be broken faces but it's not even aligned with the faces and I HAVE used this model before with 0 issues but even the save file for that, after re-opening it in an attempt to use it because I knew it was fine before, is now suffering from this issue as well! The file is attached, it's the official ripped .obj from the game and until now I've never had issues with it nor any of the other gun models so some help would be appreciated! Also, any way to fix the problem with seams? 3DCoat deletes the texture outside the uv's boundaries leaving horribly broken looking seams which can also be seen in above screenshot. I'm on Win7 and have 4.5.19 installed. Thanks desert_eagle.obj
  21. BrainchildTV

    Steampunk Inspired Vehicle

    Hey guys, Here's my Steampunk inspired vehicle, I modeled everything using 3D Coat's Sculpt Room. Once the model was finished it was around 6-8 million poly. So I retopologized it in 3D Coat and managed to get it to about 39K poly and was really impressed. After which I textured it using the Paint Room and smart materials and rendered within the Render Room. Everything was done within 3D Coat. I'd wanted to try connecting a mix between a go-cart style unibody and a one wheeled motorcycle. Thanks for checking it out. :)
  22. LegeNd

    Texture Duplicates?

    so i got 3D coat to trial out making skins for CSGO. when ever i saved the texture on photoshop it kept doing this :/ any help? thanks
  23. dimitribastos

    Red Skull

    From the album: FanArt

    After reading Red Skull: Incarnate I decided to create a illustration. 3D Coat + Modo. Hope you liked it!
  24. New Tutorial!! Hard Surface UV Mapping in 3D Coat 4.5 http://www.learn3dsoftware.com/3dc_4_vol_21_hard_surf_uv_map.htm In this twenty-first video volume of 24 volumes 3D Instructor Adam Gibson goes through a project based session of Hard Surface UV Mapping of a multi-mesh layered sci-fi vehicle. UV Mapping for a lot of 3D artists can be a frustrating task. In this course easy to use work-flow tips and concepts are discussed and demonstrated to get you UV Mapping your 3D models quickly and efficiently. *Bonus: Content Folder Included. Table of Contents for Volume #21 Chapter 1- Intro Chapter 2- What is Hard Surface UV Mapping? Chapter 3- 3D Model Preparation Tips and Gotchas Chapter 4- Breaking Up Model Layer into Easier to Unwrap Pieces Chapter 5- Importing Model Into 3D Coat & Surface Materials/Paint Objects Visibility Chapter 6- Interior Compartment UV Unwrap Chapter 7- Exterior Compartment UV Unwrap Chapter 8- Rear Hatch Plate UV Unwrap Chapter 9- Front Wing Rotators UV Unwrap Chapter 10- Front Wing Thrusters UV Unwrap Chapter 11- Front Wings UV Unwrap Chapter 12- Upper Laser Cannons UV Unwrap Chapter 13- Lower Laser Cannons UV Unwrap Chapter 14- Cockpit UV Unwrap Chapter 15- Tail Fin UV Unwrap Chapter 16- Rear Wing Thrusters UV Unwrap Chapter 17- Rear Wings UV Unwrap Chapter 18- Rear Wing Rotators UV Unwrap Chapter 19- Rear Compartment UV Unwrap Chapter 20- Tail Fin Support UV Unwrap Chapter 21- Cockpit Nose UV Unwrap Chapter 22- Top Cap Panel UV Unwrap Chapter 23- Compartment Doors UV Unwrap Chapter 24- Rear Fins UV Unwrap Chapter 25- Export to UV Unwrapped Model to Lightwave Chapter 26- Final Running Time: 4 hrs. 4 mins. High Quality (Screen-Res 1920 x 1080 pixels) Video Format: MP4 (.mp4) Level: Beginner
  25. Hi guys I really had an idea of creating something for Dota 2 workshop and I decided on a courier. I am familiar with softwares like 3ds max and 3d coat but I am a casual user and i don't understand some parts to do it till the end. Q1: How should character look? Should i split the parts of body of courier (legs, hands etc...) or I keep it as one part? Q2: What is the workflow? Dota 2 courier asks for max 3000 polygons model which is very low. I just don't understand how can you keep the details of the courier, but guys on workshop somehow does. When i try to retopo my high poly model into fewer polygons i just can't menage the details. Q3: I know that you somehow have to apply texture from high poly to low poly mesh but I don't understand how and there is not enough information online? Q4: I want to export model from 3d coat to 3ds max to animate, but when I do that materials dont apeear to be right, how to adjust it inside? I hope you guys can help and others who has similar ideas to create something for workshop can learn, feel free to send any links that might help, but personally I didn't find any real source of info that really explains everything step by step ( for dummies ) Thanks a lot!!!