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Showing results for tags 'paint'.
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I would like to see a feature where I can limit the painting of an area by the angle adjacent faces. Similar to the "ingore back faces" option in the E-panel. There should be a limiter where one could set the angle which allows or prevent the painting or modelling of the area. MeshMixer or 3ds max has this option in the face selection dialog.
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How to isolate and paint individual parts of my rocket model?
Daniel Tynan posted a topic in SOS! If you need urgent help for 3DCoat
Hey Guys, I've got to finish a freelance modeling/texturing project today. I model the rocket in Maya and then bring into 3D-Coat for UV, and painting. It would save me a LOT of time if there was a way to isolate each of the many parts that make up my rocket. The rocket is not all one mesh. . it contains many sub-objects. I know that you can in Maya assign different materials to each component of your model. . which in 3D-coat can will result in several "objects" which can be hidden. . .however my rocket contains a hundred components so that would be way too time consuming. I know that 3D-coat is able to understand the different components that make up the total model. . because when I use the "paint fill" option. . it will not fill beyond the limits of each object in the model. So there must be a way to isolate those objects so that I don't have to accidentally paint on some part I don't want to. yes I know I could freeze out those parts I don't want to paint on . . by painting them with the freeze brush. but again. . that is way too time consuming. Need to finish this project today so I can enjoy my weekend. Thanks! Daniel -
When I paint with the airbrush close to the edge, particularly with a mask or material, there are distorted areas going around the sides of the object. They look like the airbrush sprayed sideways and has a splatter effect. Is there a setting to make it stop when it gets to the edge or make it wrap around?
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I have two different layers on an object. In the paint room, it paints on both even when only one is selected. Any suggestions?
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I'm wondering about while painting, if I decide to change my retoped mesh. Say just deleting some loops. This could possible change or wreck some island seams. Or should I be able to finish painting export the uv and everythings ok.....maybe not! There must be a way to update the mesh in the uv and paint room??? *Also I just seen a software that when making changes to the high poly the low poly retopo cage will follow and change also. May post in new features requests this would be a great feature.....
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sometimes (seemingly random) the large array of brushes is reduced to only 11. why is this and how do i change it back in the paint room
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Hi All, Following (I hope) the "from scratch" tutorial with the Rat... Following the AUTOPO and heading into the Paint room... I see that I have too many layers or perhaps mesh objects... they are interfering with each other. Whilst leaving the Retopo room, I first did a Merge with NM (per pixel). When I got to the paint room, I was presented with what you see attached: It appears that the density regions are still visible and are on a separate mesh... and when I attempt to paint, only the object with the density mapping receives paint. The other mesh does not receive paint. I believe that this object that was created in the Voxels room... but I can't seem to delete it from the vox tree (it ignores delete requests silently). It is now listed as a surface. What are these two objects? I assume one is the original voxel edit... and the second is a surface from AUTOPO... but... why do I have both still... and unable to delete the voxel object? Why is it interfering with the paint room? Thanks so much for your kind help, R
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Hello, fellow 3D artists! I'm still new to 3D Coat, so please forgive. I'm sure there's a simple answer to my question: "Is there a way to scale a layer in Paint mode?" For example, I want to scale the depth of a layer to half because the bumpiness is too great. Or I want to scale down the shininess (specularity) of the layer, or opacity. How would I do that? Thank you.
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Hello everyone! Is there a way to create folders or groups in the Paint Room for the layers? This would be nice, because organizing layers could be easier sometimes. Right now, having several layers would look something like this: head_color head_normals head_spec body_color body_normals_01 body_normals_02 body_spec arms_color arms_normals legs_color legs_normals But with groups: head head_color head_normals head_spec body body_color body_normals_01 body_normals_02 body_spec arms arms_color arms_normals legs legs_color legs_normals So one could collapse different parts and hide\unhide complete groups.
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I found that you can get some interesting results by changing the shaders while painting vertices in the paint room. Not ready for baking until I retopo. So, I was wondering if It gets baked on the model as well? Check the layer 0 visibility to off, if I do not want layer 0(shader) to bake?
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It could be very beneficial to have a paint tool that hides areas of a mesh while doing retopo work.
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It would be great to have the ability to have 3D Coat identify unsymmetrical areas via an automatic paint that could essentially not only show where you have regions like that, but also to be able to ignore those areas when doing retopo/paint work.
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Hi. I was trying to create some tileable textures in the paintroom. But as far as i see, it is hard to get an overview on the plane without a grid that shows you the quads. I hope you could follow me what i mean. Is there an easy way that shows me the areas of each uv tile on the plane?
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Does anyone know if there is a way to adjust how More in cavity and less in cavity work when painting a normal mapped model, If not this would certainly be an improvement for 3d coat, its very handy for making things look worn and eroded but depending on your model you may want to adjust the allowance between what is classed as a cavity thanks.
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A little confused with paint. Per-pixel paints on the uv map but is projected on the 3d model? Low to medium to high quality depnding on uv map size? Microvertex paints on the vertices of the high poly and then projects onto the low poly? Quality depends on vertices(and uv map size)? So, what if I had a great machine and I was painting on a model with super high polys. Would this be the best quality? Can the high poly model be painted in P.P. and/or M.V. and then project the texture to low poly for export? Actually even with a super high vertice count. The textures on the uv map would end up per pixel on the screen?
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[Paint ROOM] Make the V shortcut (color pick) act like the pipette tool
dreatern posted a topic in General 3DCoat
Heya! Well, in photoshop i use ALT key a lot to pick color. Everyone knows that you can't pick color with blends cause it will alter the real color. In 3D coat we have the V shortcut (would be great if it were possible to switch it to ALT) to pick color and we have the "pipette" tool that takes a color sample of the selected layer Well, before i start painting, I like have a layer of ambient occlusion to guide me. This layer is on top always [Multiply Blend], using the V key 3d coat will pick the color result of the blending, i have to hide the AO layer and paint without it. Using the pipette tool i can pick the colors in the layer i'm working (selected layer) without pick the result of the blendig. This is very good, but using this tool i have to click on pipette, use, change the brush again...., with V key the workflow is non-stop. Is there a way to change the pick color (V shortcut) behavior to make it pick only the selected layer like the pipette tool? Create a shortcut to the pipette tool is not a solution couse it will chante the current tool and i have to select the brush again....- 5 replies
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Hello, does anyone here know of some tutorials with specular painting of some sort. I understand the basics of specular maps. I really need to improve my spec maps. I know some different ways like 1) painted on diffuse, 2) generation e.g. crazy bump, 3) P.S., manualing painting highlights on a spec map and also 4) through, desaturation of the diffuse in P.S. In this case dealing with specular painting or how the spec map gets affected in 3D Coat.
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Hi all, I am using 3dCoat to paint low poly models but a lot of the time I need to limit my painting to specific faces. I know that I can create masks etc manually but is there a some kind of tool that would allow me to paint on speficic faces quickly. I've tried the hide (make some faces invisible) tool but it only seems to hide faces about 10% of the time. I'm guessing this is broken right? (version 4.0.03)
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Hello. As the Topic says, i have some problems with vertex paint. 1. I see at the startup it is possible to paint in vertex with high (displacement), but if i go from the voxel room into the paint room, i cant paint with high? Did that only work if i export and reimport my actuall work again into 3d coat or is there a hidden button for that? 2. I have some trouble to pain only on high or low areas. If i choose more/less on cavity and if i use a opacity of 200% i have to paint 5 or 6 times the same area to see the full effect of the color. As far as i see on PPP i have 100% opacity and one stroke to see the full color. Why is there so a huge difference? 3. I want to paint a modell with vertex color, but my modell have a to low resolution. How could i subdivide my surface modell to get enough vertex points? If i resample the surface model, i lost some details, if i change back to voxel i lost some details, too and get ugly artefacts on my lowpoly surface areas. Would be nice if somebody could helps me with my problems. Regards Malo
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Right now I'm creating a character, 3d Coat has been amazing. I love being able to paint my textures, move the forms around in 'Sculpt', back to 'Paint', and edit and apply uvs in the other tab, all in one software! #winning. One thing that came to mind was that I didn't like some of the actual topology of my model I was painting. I really wanted to Merge/Weld two Verts together. It would of fixed everything!! ;P Is there any 'Merge Vertices' tool somewhere, in the 'Sculpt' tab? I looked in the retopo tab, but it looked like there was just retopo whole mesh tools, using my model as a reference. I want to edit the reference though. Hook meh up! <3<3<3
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Hi noob question time... I've modelled a character in voxels. I've run AUTOPO (which is all kinds of fun) What I then get in the paint room is a lower quality mesh to paint on. I don't understand what the relationship is between the voxel sculpt and the mesh. If I bake out maps will they conform to the mesh or the voxels? Should I just set the settings higher at the AUTOPO point so that I don't lose detail at the mesh point. (I should make it clear I don't mean the really low poly autopoed animation mesh, I mean the high density poly mesh that's created for you paint on. Do you need to create this lower poly mesh? Would a directly converted voxel sculpt of 20 million polys explode my computer?). It's just that it's lost quite a bit of detail (like teeth) despite pushing up quite high... (also if I have a k4000 should I use the cuda or ogl version of V4) many thanks Olly
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Hi all, I have a few (interface?) issues that I couldn't find the answers to. I've actually been trying out 3dcoat to do low poly modelling of all things I am using the latest Beta 4 trail. CUDA GL64 version a14a How do I delete isolated vertices when doing Retopo? I can select them all but when I hit delete nothing happens. Note : I created the vertices using the Points/Faces tool. Sometimes when I try to paint on an imported mesh, nothing happens why is this? Only in both DX versions (not openGL) I get a high pitch buzz sound whenever I move the mouse (this does not happen in any other app....weird I know) Cheers
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New Tutorial- 3D Coat 3.7-StarFighter Detailing Volume #2 -Color Maps http://www.learn3dso..._color_maps.htm In this training video Instructor Adam Gibson shows how to detail a Spacefighter model that was created in Lightwave using 3D Coat's powerful normal mapping and painting tools. Learn how to take simple models and create complex surface geometry like Sci-Fi panels, vents, pipes, rivets, and all kinds of gadgets and nurnies. In this second volume on Color Maps you will learn how create realistic looking weathered down hull along with battle damage. Grunge, Dirt, Corrosion, Dirt Streaks, Laser Blast /Battle Damage. Tips and tricks on how to use the different brush types along with alpha brush collections is covered in great detail. The concepts learned from this video can be used for all sorts of other projects like machinery, vehicles of all types, and architecture. Great for detailing hard surface models, but not limited to. You can also apply what you learned for organic objects as well. Also included is a Free Alpha Brush Collection created by Lightwave Artist "Kevin Phillips". This a Grunge and Weathering Alpha Brush set that is perfect for Sci-Fi detailing. Table of Contents for Volume #1-Normal Maps Chapter 1- Intro Chapter 2- Adding a Base Metal Layer Chapter 3- Adding a New Paint Dirt Layer Chapter 4- Paint Brush Alphas Chapter 5- Layer Blending and Layer Emboss Chapter 6- Paint Chipped Panels Chapter 7- Painting the Vents Chapter 8- Dirt Between the Panels Chapter 9- Blaster Tip Burns Chapter 10- Dirt Streaks Chapter 11- Stains Chapter 12- Blast and Damage Marks Chapter 13- Corrosion Chapter 14- How to Export Color and Normal Maps from 3D Coat Chapter 15- Importing the Spacefighter into Lightwave's Layout with all Maps Chapter 16- Final Render in Lightwave Running Time: 3 hrs. 53 min. High Quality (Screen-Res:1920 x 1080 pixels) MP4 Video Level: Beginner & Up
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How do you reset the spline you've made using the Paint with Curves Tool?
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Hi there ! This is my new work "Earth Dragon". Maybe Vox Sculpt, Retopo, Paint in 3D-Coat, and Render in UDK. I like snake brush drawing, but instead retopology is very hard..... Thanks.