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Showing results for tags 'paint'.
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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.
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[Solved] Best way to prepare voxel mesh for UV painting
Metin Seven posted a topic in General 3DCoat
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 -
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!
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texturing [Solved] Depth painting amplified on certain parts of the UVs
AlienMinefield posted a topic in General 3DCoat
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- 2 replies
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- object import
- paint
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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!
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How to copy all layers painted in one object to another?
Marcelo Teixeira posted a topic in General 3DCoat
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? -
painting Import high poly for painting, baking and retopo
Decker posted a topic in SOS! If you need urgent help for 3DCoat
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. -
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?
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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.
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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
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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
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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?
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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
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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
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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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Seems like the spline can't be transformed with Spline Menu / Transform All while the 2D/3D grid snapping is on. Does that work for you? Bug report: http://3dcoat.com/mantis/view.php?id=2204
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Hi people Still learning painting in 3DCoat and maybe a stupid question, but when I am paint a model like Genesis 3 it have many UV islands for arms, head, torso and others. Using CUBe pojection to paint solve almost all my problems and create new ones. BUT I want to know if theres a way to paint with a pattern like in the image across the UV islands ang that the brush get the same size in whole object. Theres a way to do that or I need to really change the brush size to match the others islands? Look the image how the head, arms and torso have diferent sizes. Thanks
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Hi Guys, I've recently started learning fusion360 and I've figured out a workflow to export the mesh from there to 3dsMax and convert into an FBX. The problem I'm having is when I import the FBX to 3dCoat nothing shows up. Substance Painter has no issues so I'm wondering if it's just that 3dCoat doesn't read FBX files? ver: 4.7.06 ps: I can import OBJ files just fine, I would just rather have my object separated as it is in my FBX file
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- 1 reply
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- retopo+uv
- superman punch
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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!
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Hi people, I am a new old user (yes I had 3DCoat for a long time, but only now I am a real user) and my idea is to start paint things for DAZ Studio that is using NVidia Iray engine for render and support for PBR shaders. So anyone with tips to paint cloth, textures let me know.
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Hey all, I've just changed up my version to the new 4.7 from 4.5.4 and I can't seem to setup my color picking in the paint room how it was in the previous version. I used to be able to paint onto a surface, then press 'V' and it would pick the color under the brush cursor (even if I didn't touch the screen with my stylus), but stay on the paint brush tool so I could continue painting. Now when I press 'V' it deselects the paint brush, selects the pick tool and I have to physically press on the screen where I want to pick the color, then press the brush key to go back to painting which is super annoying compared to the previous setup. Is there a setting I can change to have it work like my previous version?
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Photoshop corrupted Groups and pixel Padding
rosalie.mantion posted a topic in SOS! If you need urgent help for 3DCoat
Hello everyone, I am trying to set up a pipeline using 3DCoat as my main painting program for Low Poly 3D Pixel art. I run into two issues. The first is the pixel padding settings when using the Ctrl-P shortcut are not respected. Steps to reproduce Problem 1: Import an .obj for painting in 3DCoat Go to Edit/Preferences/General tab Set padding to Never and padding Width to 0 Export your layers using the hotkey Ctrl-P Go to Photoshop and notice that the padding is still there. The second issue has to do with the corruption of multiple layer groups when a .Psd file is sent back and fort between 3DCoat and Photoshop. Steps to reproduce Problem 2: Import an .obj for painting in 3DCoat Create at least 3 layer groups and fill them with a random amount of layers. Export to Photoshop using either the Ctrl-P hotkey or go to Textures/Export/All Layer Color Go to Photoshop and notice the dialog box indicating: "Some Groups were found corrupted and repaired." Notice that some of the groups you have created are now turned into empty layers and that the layers contained within are placed below the new layer. Alternate steps to reproduce Problem 2: in Photoshop, Create a .psd with at least 3 layer groups filled with a random amount of layers. Save and Import them in 3DCoat. Notice that some of the layer groups are now nested inside of one of your Groups (usually the one placed highest in the list). Notice that if you export back to Photoshop, you may get the "Some Groups were found corrupted and repaired." dialog box. I am using Version 4.7.06 of 3DCoat and Photoshop CC 2014 on Windows 7. Related Mantis bug reports: Padding Problem: http://3dcoat.com/mantis/view.php?id=2144 Layer group problem: http://3dcoat.com/mantis/view.php?id=2145 -
Hi everyone, I wanted to introduce myself to this very helpful community. I've been using 3D Coat for a while now, mostly to UV map hardbody models I've done in Cinema4D. My plan was to do low poly models, then use normals to add additional detail like grooves and panels. Initially I used Quixel's NDO for this, but it runs at a snail's pace on my machine and I simply can't work like that. Yesterday I had a closer look at 3DC's Paint Room and it seems to have a lot of the functionality that NDO and Photoshop would offer. However, for the life of me, I can't seem to get a brush stroke to follow a square or a closed spline path. All I get is a fill in the shape of the spline/rectangle. Mind you, I know about the Spline Paint Tool, but that doesn't offer the flexibility in terms of creating shapes (rounded rectangles, loading EPS files and the like) that the 'E' menu offers. There must be a way to do this. Can you help me find it? That'd be great. Thanks a lot in advance.
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Hello friends! Someone is having problems with the Edit Projections in Ext Editor ??? I'm using the latest beta version 4.5.39. (Windows 7 64 bit) When I use the option to Edit Projections in Ext. Editor and selecting any kind of scale or not (image 01_Capture_coat.jpeg), and send to my external editor program like Krita or photoshop, so this file is opened automatically, you can see the captured image, that generated psd file appears quite strange, with problems, it seems corrupted (image 02_Capture_krita.JPG). The face sent is cut in the middle of the screen, not allowing any type of paint or applying textures on the transparent part checkered psd file (image 03_Capture_krita_painted.JPG), ie, the projection is only accepted half up the face when returned to 3d coat (image 04_Capture_3dCoat_projection_failed.JPG). What to do to fix this problem? I've updated my video card driver (nvidia frame 600), and current updates windows 7. I appreciate the attention and await a solution.