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  1. 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:
  2. dddstudio

    [Solved] Curvature map

    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?
  3. 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.
  4. 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!
  5. 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?
  6. tcoursey

    Export from Demo

    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!
  7. Hi! I want to get more smoother gradients when I draw texture - without sharp steps between two colors. I think that 16 bit/chnl texture provide more soft and smoother transition between two different colors. Can I use 16 bit/ch textures in 3D-Coat and where this option is?
  8. 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
  9. 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.
  10. 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!
  11. digcta

    Baking textures

    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!
  12. 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
  13. 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).
  14. 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!
  15. ScrotieFlapWack

    Tiling Texture Workflow

    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
  16. pixelaciouspixie

    Scripting Export/Import

    Hi everyone, I'm new to 3d Coat and trying to script in some functions to simplify my pipeline but am unsure of the commands and am having trouble finding documentation for these specific functions. I'd like to be able to script: file-> import -> object layers -> import -> all layers colors I want to pass the second function a file name + path and string based on the object name and path to import. layers -> export -> all layers colors file-> export-> objects and textures and be able to choose the export options for that last function. Does anyone know if these commands already exist? Any examples you can recommend? Thanks for your time!
  17. Hello everyone! For video game development, it would be nice to be able to paint tilable textures onto meshes in realtime. Especially terrain heavily uses texture tiling + blending. Then, for exporting, 3D-Coat could use vertex painting or an RGB/RGBA-splatmap for describing where the different textures are located and how opaque they are. For example: 1. I have 3 textures that I can tile. 2. Painting the mesh (maybe on a special layer blend?) with the 3 textures referenced 3. Export mesh and splatmap or mesh including vertex colors (referencing the textures) 4. In the game engine, use the 3 textures and vertex colors or the splatmap for blending the textures. Right now, I am using two different ways: 1. Paint RGB on the mesh and export it as a texture, which can be used by Unity for texture splatting 2. Vertex paint on the mesh in Blender, then use vertex colors in Unity for texture splatting The problem with these approaches is, that I don’t see the tiled texture blend in realtime. Many thanks in advance, Greetings, Shu
  18. Hey Guys, I just wanted to let you know about a new tutorial I just released for creating Sci-Fi Normal Maps in 3D Coat for use in DDO (3D Texturing Plug-in for Adobe Photoshop). http://www.learn3dsoftware.com/dDo_for_lightwave_users_vol_3.htm Table of Contents for Volume #3 Chapter 1- Intro Chapter 2- Creating Input Normal Maps Using Other Software Packages Chapter 3- Creating Normal Maps in 3D Coat for DDO Introduction Chapter 4- Painting Normal Maps in 3D Coat for DDO (Part One) Chapter 5- Painting Normal Maps in 3D Coat for DDO (Part Two) Chapter 6- Painting Normal Maps in 3D Coat for DDO (Part Three) Chapter 7- Painting Normal Maps in 3D Coat for DDO (Part Four) Chapter 8- Exporting Normal Map from 3D Coat Chapter 9- Exporting Normal Map from 3D Coat Chapter 10- Loading Input Maps in DDO Chapter 11- Testing Normal Map with Smart Textures Chapter 12- Normal Map Error Chapter 13- Normal Map Input Fix Chapter 14- Exporting Textures in DDO Chapter 15- Testing Final Textures in Lightwave Chapter 16- Final Running Time: 3 hrs. 0 mins. High Quality (Screen-Res 1920 x 1080 pixels)
  19. Trying to import an object with textures and uv. Yes I can do this through the uv room by importing there, the uv's, textures are there and I go to the paint room also. I would like to go to voxel or surface mode with the uv and texture still on it while editing. This can be done in Blender 3D btw. A low poly with textures can be used in sculpt with the multi-resolution modifier. I have poor performance with Blender though. Can this be done in 3D Coat. If not I would have to use Blender or take a quick render and use as sketch's in 3D Coat.
  20. Malo

    Baking Problems

    Hi I have a little problem with a bake. 1. I have created a head and paintet with vertexpaint. Looks fine so far. 2. I have created a retopo with uvs Still fine so far. 3. I merge my head into the paint room as PPP with Normalmap Everything works good, only the eyes would not be baked. Would be nice to know whats going wrong here.
  21. Space76Ghost

    Newbie needs help! :)

    Hello! I just joined in hopes of learning 3D-Coat! I really love the ease of the interface it offers. I'm a newbie at 3D Modeling. I've been an artist all my life and thought I would venture into the 3D world! I've got the basics down, but need help with adding texture to my model. I imported an OBJ model from Poser. I want to add realistic skin. I have an image imported to the materials section and have it selected. However when I paint onto the model I noticed the color is orange instead of the skin color I chose? I'm using V4 of 3D-Coat. Below is an image if it helps find a solution. I bet it has something to do with my settings. Just can't figure it out how to change to the texture of the photo / image. If someone could point me in the right direction I appreciate it. Thank you! Glad to be here and looking forward to learning a lot here!
  22. I am totally knew to 3d coat but it seemed just what i needed for character texturing at the time. before i start learning more than the basics i want to know if i can export my model(textured in 3dcoat) with a separate material and diffuse/normal map for the feet, torso, head, skin... if so how? thanks oh and i dont want to have to seraprate my character into objects
  23. Hi I made my model I painted it and now i want to export it to cinema 4d r14. When I export my model with textures in cinema 4d i get only my model and no textures. I tried applink, but it does not work! So can you help me please! How to add textures to my model so when I will export it to cinema 4d i wil get everything that i see in 3d coat V4. Maybe there is something that i have to do with uv map or another things. I using 3d coat V4.
  24. Hi there While tinkering around with 3D Coat V4, I encountered what seems to be an issue with the update of uv set names when changed in the UV room. There are two issues: 1. When renaming an UV-set in the "choose an UV set" field (upper left on the screenshot), changes to names are sometimes not reflected and default back to, well, "default" 2. When renaming the UV sets in the materials sections (right on the screenshot), the uv sets are sometimes not updated in the choose an UV set field (see 1) I am not completely sure what the thinking is behind these two UI areas, but my logic would indicate that they're the same thing and should mutually update name changes, i.e. be consistent. Right? Let me know your thoughts... Cheers, Michael
  25. Hello there! Recently I bought 3D-Coat so I am quite new to this program. There is already one question I would like to ask: How do I export Textures from 3D-Coat properly so I can use them in Blender? I have already found this video: http://vimeo.com/10890641 But when I export the diffuse map, the specular map and the normal map by clicking Textures -> Export, they will either be empty (when exporting as .png) or completely black (when exporting as .tga). Hopefully someone can help me here as I would really like to use both, Blender and 3D-Coat at the same time when working on something. Oh, and one more thing which might be important: I also used Photoshop in order to paint on the object by clicking Edit -> Edit Projections in Ext. Editor.
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