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Showing results for tags 'textures'.
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Hi! I´m trying to achieve the following process: 1. I have a character build out of several mesh-parts. Some of the extras intersect the main mesh. Each Mesh has a good topology+UV and is well textured with diffuse, normal maps etc. 2. Now I need this multi mesh character fused into a single mesh with no "inner parts" just one single closed shell mesh. 3. While fusing I want to keep as much of the old topology as possible, as it is a well made topology. Perfect would be if only the new connection meshes that are necessary to build the new shell mesh are fused into the existing ones. 4. I want to bake the different UVs into one and keep all textures incl. normal maps etc. in there original place fitting to the new fused shell mesh. Now my questions: 1. Is this process achievable in 3dcoat (or another tool)? If yes then are there any tutorials on that or what are the main steps/functions to use? 2. If not all of the wishlist is possible, which of the steps are possible? And for the non achievable parts: Are there workarounds? Thanks! Sascha
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From the album: 8 Classic Lamps
All the sculpting I did in 3D-Coat in voxel mode, and Render in Unreal Engine 4. I did not use any post processing.-
- classic lamps
- textures
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Texture export & 3dcoat Texture Editor - Different Look
firexstudio posted a topic in General 3DCoat
Hi, this is what I get when texture is exported: And this is how it looks inside 3D-coat texture editor: How do I get the same brightness / contrast as inside 3dcoat texture editor? -
Is it possible to animate materials within 3DC? It would be pretty amazing to have a small timeline to keyframe material & layer properties and output the animated textures.
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I thought it a bit time consuming that the smart materials didn't have an option that directly connects to the installed alpha, strips and stencil extensions in the "condition mask" or "edge scattering" and mask field as a quick selection perhaps be clicking a small arrow or next button to cycle through the possibilities rather than having to open and load a texture. A small icon showing the alpha, stencil or strips would help as you cycle through them. I also mentioned in this thread title, the possibility of selecting a common animation style. This could be plasma, pulsing/flashing, scrolling up, scrolling down, left/right etc and or combos of pulsing and scrolling and this could be assigned to a texture in the smart materials or perhaps just apply it to the whole smart material.. This is also related to my other post about animating material properties http://3dcoat.com/forum/index.php?/topic/21323-animated-materials-for-each-layer/#comment-147512
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I hate to have to ask, but I can't find any instruction on how to actually install .3dcpacks Are they supposed to dropped over the active program? When I drop on the application icon inside the folder, the .cdpack file just copies into the folder at the first level.
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So, I have a question about Export Textures workflow. (I'm pretty sure it's already was somewhere in past topics, but I didn't find) Exporting to Photoshop (Ctrl+P) I have a bunch of layers with my color work (grouped together in my first picture) and separate layers for an Ambient Occlusion (AO), normal map etc. And now I can save color map, AO map and normal map from Photoshop. So it's first option for export my textures. The second option is Export Objects & Textures panel in 3D-Coat. So I choose Unreal 4 export preset for example. And then I got several maps: _BaseColor, _ao, etc. But looking to _BaseColor map I can see that color information and AO kinda combined together. Is it correct behavior? Or may be I'm doing something wrong? And which is the right way to export color and AO maps? In particular for Unreal Engine 4. Because in UE 4 my material now has some kind of "double AO" when exporting from 3D-Coat. _BaseColor texture map exported from 3D-Coat: _ao texture map:
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Hey, I'm a new user with minimal lightwave/modo background. I'm basically just a hobbyist. I just started trying out 3D-Coat a few days ago. Most things feel really nice to me. I feel at home already. I have a quick question though: In the PAINT room I have tried calculating AO and curvature maps for models. Both worked fine. But while I was able to properly put the AO layer on top of a material in the layer stack, I could not do the same with the curvature map. I have set the blending to multiply (or similar), but it doesn't seem to have any effect? What am I doing wrong?
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Hi everyone, a new user is here! love 3D Coat! So I wanted to try new brushes and materials in download section, and they are like 15 GB! after I unzip them, and boy I don't have that space in my C drive, so I moved them to my external hard drive and created a shortcut and pasted it to my document where 3d coat textures and patterns are, but unfortunately 3D Coat is not reading it, it only reads when I paste the actual file, not the shortcut version, is there anyway to make this work? I learned this trick working with Zbrush, it would be nice if we can do this in 3D Coat as well! if not I can't use these awesome brushes I don't have enough space! The below image shows the shortcut version where didn't work and the actual file which works! tnx.
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18 tile materials inside - (DOWNLOAD - https://www.dropbox.com/s/rr5gk5l7wcsawyq/18 tile materials and textures - Arno Leonardo (%40X-Ymodelling).zip?dl=0 ) Pack 1: Pack 2: I = new to making materials - would love to know what you thinks :] thank you !
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I am currently learning 3D-Coat so I can create skins for a game called Rust. The game has a workshop that allows you to download the .obj file of every item available in game. I understand very well now how to add textures to my .obj file/or material once its in the 3D-Coat program. All I do is paint textures and colors on the object. However, when I am done I cannot seem to figure out how to export all my textures required for my Rust skin to work. The file must be converted into .png. There are 5 .png textures that must be submitted into the workshop to make your skin come to life as you created it. Diffuse Map, Normal Map, Specular/Gloss Map, Occlusion Map, and Emissive Map. Those are the 5 files I need to convert my .obj file into .png. I am stuck though because there is NOT A SINGLE VIDEO on how to export files properly for newbies. I also have used the Export objects and Textures tab and that is confusing as hell. Can someone please tell me how to get the proper .png files needed to fulfill the look and desire that is need for this 5 .png files? I WOULD LOVE YOU FOREVER!
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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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Downloaded the demo and am playing around. Tried the UV unwrapping and did a bit of painting. Looks good so far. Wanted to export so I could bring into Lightwave and Octane. But am not able to export from demo. So my question is, anyone useing Octane in Lightwave and do the textures that are generated from 3DC compatible? Can anyone send me a small model (box) and textures that has been painted with some metal like surfacing so I can bring that into Octane+LW to see if that workflow is good? Thanks!
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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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Hey all! I've been really liking 3D Coat so far, but I'm running into an issue with a model of a hanging lamp I'm making. I'm trying to get an emission map for it in unity so that the frosted glass glows but I can't get the layer to work. I've made a new layer, set it to "Highlight Emissive" and when I bake it out for unity the emission texture is just solid black. Even if I use "Use as Emissive" I get the same results. Does it have to do with using another layer as a mask? Or it being in a layer group? Some help would be greatly appreciated, thanks!
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Hello from Paintstorm Studio. Hope this video will be helpful for texture artists This is not complete tutorial, video just show some fast tips and tricks by creating textures in Paintstorm and 3dCoat, if you have technical questions, ask it! - Seamless textures - Corrections to several layers - Some special tools and brushes for texture creation.
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- paintstorm
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Hi 3D Coat Users! Okay, so I'm very new to 3D Coat, and I'm having some trouble baking... I've been trying for hours to figure out how to bake a high poly model (That does NOT have UVs, and that HAS been painted in 3D coat already) onto a low poly (Has UVs but no textures). I tried out the texture baking tool in the paint menu, but it only gave me an empty colour map instead of the details I've painted (Though granted, it was kind of in the shape of the low poly UVs). I tried messing around in the Retopo tab too, but whenever I AUTOPO and UV the high poly, it doesn't apply the UVs that I create. I can see them in the preview in the retopo tab, but when I jump back to the paint tab I just get an empty checkerboard texture editor panel. I've just tried importing my low poly into the retopo tab, and I can see it, but I don't know how to apply the geometry from this to the model (I've managed to bake out a normal map for the high poly already by exporting it as an .obj and running it through xnormal), so at this point all I really want is the colour/diffuse map, which doesn't really need the high poly. I'm sorry, I know this probably sounds confusing, but I'm really stuck! Thanks in advance!
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- uv
- high to low
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Hello, I'm a concept artist, and I've been using 3D for creature and character design. I've been sculpting, painting directing on the voxels and rendering with 3D coat and it all works out great. It happens that sometimes I want to pose the painted model using other tools, and as I do not have any UV maps, most of the PBR, color and texture information is lost. I've tried creating the UV maps and backing the colors using the AUTOPO features, but as I'm new to this, I do not now what is the best approach to follow (UV, PTEX?). Ideally, I'd want to keep painting directly over the voxels because it is faster and I can preserve all the details, bypassing any UV manipulation. (I do not wish to use alternatives like painting with PTEX). Also, what information do I need to care about, when exporting with textures, in order to preserve all the details? Keep in mind that all this will be used to create 2D images, so I'm not concerned with texture sizes, polygon count, etc. Thank you!
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Hey guys, I need to use Keyshot to render a gun with different textures. Had a lot of fun painting it with 3d Coat, I can export all the maps in Marmoset and it works really well. But for many reasons I need to render it Keyshot and not in Marmoset, and Keyshot just allows me to load a color, a specular and a bump map..The difference between what I get in 3dCoat and in Keyshot is night and day...Anybody has any idea on how I could proceed? Thanks a lot ! Thomas
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Version: 4.5.19(DX64) Windows7 Home CPU: i7 RAM: 12Gb "Paint" room. I have 7 Layer Folders in Project, 20 layers each. Click Textures -> Export -> Export Layers w/ Depth, Color & Glossiness ALWAYS saved .color.psd, .specular.psd, and then Сrashes in a few seconds with Exception (mscoreei.dll , see attached screenshots).
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Hi everyone. im new to this application but loving its functionality rather then other mapping & baking softwares. i managed to stumble across a way of baking all the specular, < shine and lighting & also the ambient occlusion maps into one image but i havent managed to find a way to do it again with other models. reasons behind i would like these textures to be baked with predone lighting ect. as seen in the preview window is because where the models will be placed do not allow me to have individual maps for the model just one texture file thats all i get.. thank you secondlife... i know there is a way to bake exactly what you see onscreen to the uv layout... but i am struggling to figure it out again any help would be fantastic Great program none the less guys! keep up the amazing work!
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Hi Guys, So I have really been getting in to 3D - Coat over the past week or so and I am trying to transfer some of the workflows I have learnt over the last year to 3D - Coat. One of the most useful workflows I have come across especially for environment art is this: http://pixologic.com/zclassroom/homeroom/lesson/environments-with-tate-mosesian This is a workflow that uses the 2.5D canvas in Zbrush to basically insert meshes in a tileable way to bake your maps from for simple things like floors, walls anything that is tileable really This is probably an old technique and with tools like Substance Designer on the market, kinda makes this workflow redundant, unless you have other methods. Anyway what I would like to know is how can I transfer this over to a solid workflow for 3D - Coat. I have an idea on how to do this but it is a bit of a struggle when you can't do things like focus on the canvas to see your workspace, in 3D - Coat you can't really resize your viewport to a specific size so you never really know what size you are working with, at least I don't anyway. I have messed around with defining the measurements by setting my measurements to cm for UE4 but I don't completely understand how the grid works and if you have grid snapping in 3D - Coat. My thought process for doing something similar to the above workflow from ZClassroom is to sculpt your high detailed objects (bricks, rocks, stone, whatever) and then save them as models so you can use them as presets by saving them into the model folder to use in the Voxel room. Once you have your objects you use the 'Instancer' tool and you can start laying them out around the viewport. This is where my question comes in, how can you be sure that you are working to the correct size you want your texture to be, ready for baking? I guess you can easily make modular environment parts by doing the same method as above and then going to the Retopo room and making a low poly and baking. Is there a way to know what size you are working in whilst instancing your objects? The only thing that comes to my mind is making a 1024 x 1024 plane and instancing your objects over that. I would love to hear other methods to get the same results, would be really cool to share workflows
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From the album: Smart materials
Substance B2M version with Pre made Procedural Textures.© Michael Bitsakis
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From the album: Cricket Lighter
SubDiv model created in NVil. Slight details and all textures done in 3D Coat. Rendered in mental ray.© AJZ 2013