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  1. Hello guys I hope this is not a stupid question but Is there option to have smart material effect on textures when painting normal map? I noticed that material properties like for example rust on concave/convex etc are not showing on normal maps? Or is there need for any specific order of smart material and normal map in layer tree?
  2. Not sure if this is the proper place for this post as I'm not a 3DC pro nor intermediate and I'm not totally a 3DC noob. I've textured a model in 3DC's native format in the paint room. It has no UV mapping. I did not convert it to an OBJ and import it into the paint room. I am using 3DC's native file format with the intent of doing a 3DC render then import into Photoshop or ArtRage to paint over. I textured in the paint room using pbr shaders and also used 3DC's bridge to the external editor (in my case Photoshop CC 2017). After I finished texturing I decided I would export to an OBJ to use in Daz Studio or Vue Complete. However when I re-import the OBJ into 3DC there are no textures (pbr shaders or Photoshop). In the folder where I exported the model is only the OBJ and associated MTL file. Is there any way of texturing a native 3DC model in the paint room and exporting to OBJ with texturing applied? I thinking it's not possible but just curious if if can be done. Cheers & many thanks... Ken PS: Just getting back into 3DCoat as I spend most of the summer with my Nikon DSLRs shooting well over 6,000 raw photos or landscapes, classic cars, hot rods and scenes. Most of my time has been in Lightroom CC 2017 & Photoshop CC 2017. So now a little rusty in 3DCoat, Silo3D & Moi3D.
  3. dimitribastos

    QuackShot

    From the album: FanArt

    Hey guys! A new image from a classic game. This one is QuackShot, from Sega's Mega Drive/Genesis. Hope to animate this scene soon. :) Made with Modo and 3D-Coat.
  4. Hi everyone, I've been using 3DCoat to create UVs for objects built in C4D, and it's a relatively simple process. What I want to do now, however, is texture a pencil. I'm still very unclear about how this process works. If I understand correctly: I should create a base texture (the yellow paint) and fill an entire layer. Then I should make a new layer, and paint in a wood texture near the tip. Then I should make a new layer, and paint in the lead tip. I'm not sure how to do the text. This all takes place in the Paint room, correct? If anyone feels like walking me through how this actually works, or maybe a tutorial that really walks through this step by step (I've watched a ton of tutorials and still really don't understand), that would REALLY help me out! OBJ and reference are attached. Thank you! Justin Pencil.obj
  5. 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
  6. me = just loaded up 3dcoat to finish texturing this and I'm saw that this has happened! I = can press *6* (lowpoly) to make it go but when I'm = goes into render it it just shows this silliness again! can anyone helps me please? I'm = don't wanna restart him he was a lot of work :/
  7. From the album: Characters

    Hey, guys. Long time no see! I just want to share my latest project: The Black Squad Captain. I used Modo and 3D-Coat. I tried to paint the entire face and I'm satisfied with the final result. Hope you like it! :) Cheers, Dimitri
  8. From the album: Characters

    Hey, guys. Long time no see! I just want to share my latest project: The Black Squad Captain. I used Modo and 3D-Coat. I tried to paint the entire face and I'm satisfied with the final result. Hope you like it! :) Cheers, Dimitri
  9. Hi, guys. I just started a series in order to introduce 3D-Coat to the brazilian audience. The tutorial is in portuguese and it's really basic this time (its just a introduction to some basic painting workflow). Hope you like it!
  10. I can't seem to find the gradient node?, Where you can position how you want the gradient fill to be positioned. If any body knows the answer please tell me!, Please and thank you!!!
  11. 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.
  12. Hi folks, Is it possible to do a similar workflow in coat like Ndo's normal map generation? I've been playing about with the stroke options and the depth setting but I can't seem to come up with a good combination of tools. Cheers your time and help Greg
  13. Well, I've finished texturing my roboto (see this earlier thread) and I'm pleased with 3DC's workflow for texturing. However I have a question. My model was developed in a modular fashion, arms, head, legs, chest, etc were all textured separately as separate objects and then assembled in 3DC's paint room. When I export the finished robot as a single obj, I get multiple color maps, normal maps, displacement maps for each object (arms, legs, head, chest). I would like to have a single color map, a single normal map, a single displacement map, curvature map, etc. is this possible in 3DC? and if so, how? Cheers & many thanks... Ken
  14. 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
  15. Hi everybody, Could anybody help me finding a good workflow to texture my papermodels in 3DC? I keep it as short as possible. Here is what I do: - Make illustration in Illustrator - export as jpg / 72 DPI but bigger size (4000 x 4000 pixel) - Import my lowpoly obj. model and the jpg into 3DC. (I only have 2048 version). - I UV map and then paint. Awesome !!!! - Export obj with texture as jpg Import into pepakura. The quality is poor. Do I have to work with 300 dpi from the beginning? Is jpg a bad choice? I cannot load the exported tiffs into Pepakura. My UV maps are not symmetric. I don't know how to do that yet. Is that the reason why some details show up distorted in Pepakura? Like nostrils or a mouth which looked well balanced in 3DC. I keep experimenting but it would be phantastic if somebody could share his/her knowledge with me. Cheers
  16. From the album: FanArt

    This is a personal project inspired by the classic game Mega Man. The concept is by myself. Hope you like it!
  17. I have some requests. Would like to know what do you think about them. Thanks in advance. 1. Procedural noises, specially for texturing Right now, there is no (complex) noise creator inside 3d-Coat, and only on sculpt room. That would be great for sculpting and texturing, but specially texturing. Why? Because, right now, Smart Materials are totally dependent of user textures. So, if you don't have an extensive library of noises and grunge maps, you can't create anything great with smart materials at all. 2. Non destructive smart materials Smart Materials are great, but would be greater if we have a way to make changes on the material without the need to re-apply them on the layers and objects, or even without have several intances of the same smart material while creating them and testing out. 3. Quick UV Editor toggle visibily button Having the texture UV editor window fixed may take away precious screen space while have to go trough menus and dock it again can be somewhat annoying. So would be great to have a button to display some viewports on Paint Room: one with the models only, one with the UV editor, one with both side by side. Exactly like Substance Painter actually. 4. Layer maks like Photoshop I heard that this feature is coming, but would be great to know more about it in order to give suggestions. 5. A real smoothing option for painting I'm painting right now some 8k textures. There is no way for blending colors in any way while painting. The smoothing (shift) does nothing at all, unfortunatelly. 6. Sculpt layers This is a non-brainer. Cinema 4D, Modo, and many other software uses. I may be wrong, but it seems that only 3D-Coat doesn't have a feature like this.
  18. Hello all, I have been using 3DCoat for a few years now and my main use for it is diffuse texture painting. The program is great at it but I do have a long standing issue with the way the eyedropper/Sampling tool works. Like many artists involved in texture painting I come from a Photoshop background therefore this will be my main point of reference. - My first question is related to the mapping of the tool. I can of course map it to any usual keyboard letter key (I personally set it to "i") but it would be great to also be able to access it by holding down Alt while painting - if only because of muscle memory coming from PS. Now of course I am aware that the Alt key is already used by the navigation system when working with Maya-style navigation but surely enough these two things are not mutually exclusive. Maybe there is a way to assign it to the Alt key by manually editing a setting file ? If so please let me know. - Second question : The clever behavior of "hold down a key to temporarily activate tool, or tap the key to switch to it fully" can get quite irritating when dealing with the Sampler tool at high speeds while painting. If I hold down my assigned key, tap down with my stylus to sample, then release both in a very slow and deliberate manner, I do get the color that I want. But if I attempt to colorpick at my usual speedy rate I then always end up with the wrong color samples because it is quite easy to accidentally fully switch to the tool as opposed to temporarily activating it ... meaning that when this happens my next intended paint brushstroke ends up being yet another Sampling pick, forcing me to color pick *again* to go back to my previous selection. Very frustrating. This is getting to a point where it is seriously slowing me down and negatively affects my workflow, definitely kicking me out of the zone ... every 10 seconds or so. How do you guys deal with that ? In general, are there any known workarounds to make hotkey-driven color Sampling more reliable ? Thank you for your help !
  19. Всем привет! Представляю работу, созданную в процессе освоения этого замечательного программного продукта )) Почти всё сделано в 3d-coat.
  20. Hi guys. I made a written step-by-step tutorial on PBR texturing in 3D coat. Please feel free to share this to your friends or in social media. http://www.creativewithjaakko.com/2016/09/29/pbr-texturing-in-3d-coat/
  21. 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
  22. hello everyone, 4 months ago, i was asking you about more smart material for 3d coat for my Sci-fi exam in video and today i can show you my final work. All the texture has been made with the smart material in this topic (and the basic smart material of cours). This screenshot come for unreal egine 4.9. I should like to have your opinion on it (positif or negatif about texturing, props, lighthing, etc) English is not my mother tongue so, sorry for the mistakes And this is a like for my SF character https://skfb.ly/OHZO
  23. artofcharly

    Hedgehog

    More images here - https://www.artstation.com/artwork/8Rlox Hello, everyone! This is my last personal project which I did in my spare time. Hedgehog modeling and sculpting - 3dCoat Fur and needles - Ornatrix plugin Grass - Forest Pack Render - Octane Hope you liked it! You can buy this model soon... Best regards, Andrew!
  24. This is my interpretation of a typical American hot rod. Hot rods originated in southern California when returning WWII soldiers wanted to create an American equivalent of the light and nimble sports cars of Europe (MGs, Alfa Romeos, etc). Suped up engines mostly V8s were swapped in place of the original motors. To help improve performance body parts were often removed. Fenders, bumpers, hoods, running boards were often shed to increase the horsepower to weight ratio of the vehicle. In this image I used a late 1920s, early 1930s sedan body as the basis for the car. Powered by a early model Ford flathead V8 which is supercharged with three carburetors. The roof of the sedan has been chopped to reduce it's height. I created the car from scratch using 3D modeling apps. The bulk of the modeling was done in Hexagon 3D and Silo 3D. For UV mapping I used 3DCoat. Textures were created in Photoshop and applied in Vue Complete 2015, where the scene was rendered. And a NPR render I masked out the background from the render and substituted a paper texture in Photoshop... Loving 3DCoat for UV mapping and texturing, although for this model I did not use 3DC for texturing. Only UVing... Hoping I posted this to the proper section here....
  25. 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!
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