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Found 58 results

  1. netricsa

    Blender export to 3dCoat error

    Hi, I exported 2 objects from my blender scene to 3dcoat by shift-selecting and using app link for 'per-pixel painting'. Both the objects are already unwrapped. But when transferred to 3dcoat, the bigger object has this noise, and upon inspecting I realized it has the materials but no UV's from my blend file.. any ideas what might be the issue here? P.S.: I've already tried treat materials as separate textures and Import tiles as UV sets but no luck
  2. Hey everyone... As I did not have much knowledge with 3d-coat in relation to Define Measurement Units and Edit Scene Scale. I started a project without paying attention to these two important settings that are found in the Geometry menu. I would like to ask the help of all of you to used this topic to explain the subject better and with that you would help others who use 3D-Coat. Doubt 1) In a project I'm working on, only now that I've realized that the values in the Edit Scene Scale are all changed as you can see in the image I've attached. If I change the value of SceneScale to 1 will what happens in my file? I would have problems if I change this value which is currently 137.963562 for 1? Could I change units from millimeters to meters? Because it is in millimeters... Could someone explain it better? Doubt 2) I realized that by default 3D-Coat uses millimeters. I would like to have a 1: 1 ratio between 3D-Coat and Blender because of a 3d print job and I also believe it will help in mesh workflow for animation and games. Currently in 3d-coat version 4.8.21, what would be the best configuration between 3d-coat and blender without there being any problems in the scale and positioning when it imports -> exports -> imports again for 3D-Coat? I realized that when I use these 2 programs, the scale almost always changes. Maybe because I do not know how to configure. Sometimes the sculpture when it returns to the 3d-coat comes either large or small and the pivot gets altered also causing the sculpture to be located in another position completely different from when I exported. I think using meters would be the best unit of measure because I've read that physical simulations, displacement maps and other things will be best produced when configured using actual measurements of the world in meters. How do you work with Measurement Units and How does the Edit Scene Scale work? Doubt 3) How to properly set up each project (for 3D print? for Games? for animation?) What would you advise for 3d-coat users in the initial scene setup within 3d-coat? Anyone who is knowledgeable in this subject, please share with the whole community about all of these subjects that I mentioned above. This is very important... Thank you for your attention and help.
  3. Hey everyone, This is thread to follow the development of a project that I have been developing called Gladiotron. It is an original project and hopefully the first of many. My pipeline consists primarily of Blender and 3D Coat, with some other applications for authoring PBR textures and then ending up in Unity. Our target platform is PC and Console initially, then possibly mobile afterwards. I have a few goals with this project. 1. To engage the 3d Coat and Blender communites 2. To share development progress on the art assets and the game 3. To work with the 3D Coat team in a similar way to the way the Blender Foundation creates film projects to drive the development of the application
  4. Hi friends. Here is my latest artwork. I needed something today to free my mind… So I’ve sculpted a bit in 3D Coat this morning and took the models to Blender 2.8 for a scene setup and make a small particle animation. All is rendered in Eevee, no post fx ! Just title was added in Photoshop. Materials are procedural, so no textures are used for the scene. Render time about 1:15 min / frame. Here’s a short break down, if you like to see the scene setup: Drop me a line if you have qustions. Best wishes Chris
  5. From the album: Artworks

    Sculpted in 3D Coat, rendered in Blenders realtime renderer Eevee.

    © Christoph Werner

  6. Hi guys! This is the topic for Simple3DCoat addon for Blender+3DCoat production. This is the fork of the official one made by Haikaikalle . - Installation: Copy the addon folder to the Blender \scripts\addons install folder. Features: - Set the "Exchange" folder of 3DCoat manually. - Custom Textures Path for export/import. - Export/Import through Obj/Fbx/Collada(Dae) formats. Note: Collada does not work on Linux. - ExportMaterials, ApplyModifiers checkboxes. - Simple to Use Screenshots: How To Use: - Enable the Addon and set "Exchange" folder of your 3DCoat. - Export/Import models. Current Version: 0.3.2 I finalize the Addon, as almost all features are added. Download: Last Sources from 16 Aug 2015: https://github.com/mifth/mifthtools/tree/master/blender/addons/io_simple_3dcoat Latest MifthTools Master Download (ZIP): https://github.com/mifth/mifthtools/archive/master.zip Wiki: http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/3dcoat_Simple3DCoat_applink
  7. ebitz

    STRIK by Brom

    This is a 3d rendering of Brom's concept artwork "Strik" for his card game "The Dark Ages". Modeled in 3D Coat and Blender. All Texturing was done in 3D Coat using smart materials. Some baking done in Blender and some in 3D Coat. Rendered using Cycles, and posed using Rigify addon (Nathan Vegdahl, Lucio Rossi, Ivan Cappiello) inside of Blender.
  8. Hello 3D Coat forum, I'm trying to use primarily 3D Coat and Blender at home and it has been going well so far, but on this one scene I'm working on some meshes I imported from blender will have different UV separations without any seams. Here is an example: This mesh has no seams marked and normally when this happens it is that the faces are not connected on the model. However, going back to blender I can grab a face and move it and it is clearly connected to the others. I also did a "remove doubles" action on all the vertices to make sure I didn't have any overlapping but unconnected vertexes, and nothing was wrong there. Does anyone know why this is happening, or how I could fix this in 3D-Coat or Blender 2.8? All I did to create this was I had the green faces originally, then I did an extrude by normals. This happened on another piece of geometry as well but the different colored patch didn't reveal itself until I marked a seam loop, yet it was the same in that the faces were connected and I didn't seem to have any non-manifold geometry. I've attached the obj to see if anyone knows what is up. Just open 3D-Coat and import it for uv mapping and it should import with the same face issues I mentioned. I'd like to know the real cause of this so I can fix my meshes before the uv mapping stage. Thanks in advance. (Also unrelated but it would be nice if the Clear Seams button had an option to just clear seams from the active or visible paint object, sometimes objects import with ridiculous seams already marked and it takes quite a while to unmark the seams, but you don't want to lose seams from the objects you've already done. Just a suggestion.) face_problems.obj
  9. heymrwho

    Textures not looking right

    I recently bought 3D Coat and I've been having fun with it. The fun lasted until I exported the textures to Blender. The results I'm getting in 3D Coat are not the same I'm getting in Blender. The textures look stretched and the details are not there in Blender. I tried using Eevee, unwrapping in different ways and tried different export setups. Soo this is how it look on 3Coat and this is on Blender UVs and nodes and here is the export setup I hope is something I'm doing wrong and someone can help me out because its been frustrating
  10. Hey everyone! I've been sculpting a lot in 3D-Coat, especially in Surface Mode. I tried to find here in the forum the answer to my question, but I did not find an exact answer to that. I would like to know if there is a similar function of Imbed (Zbrush) or Plane Offset (Blender) to control brushes in 3D-Coat? If I am not wrong these 2 functions are similar... (please someone correct me if I am wrong) I would like to have better control on the surface of the mesh inside the 3d-coat, that is, a very refined control in the brushstrokes that I make. Generally, when I used ZBrush, I left the Imbed low when I wanted to refine my brush strokes, thereby fully controlling the influence of the brush's deformation on the surface of the mesh. Just to let you know, I know most of you know these functions, but I will leave the explanation of these Zbrush and Blender brushes functions so some people who do not know can understand. Zbrush: Imbed The Brush Imbed will control the embed of selected brush. Brush Imbed gives a brush a definite control on how a brush will interact with a surface. This will allow slight deformation on the surface or more extreme deformation on the surface. Blender: Plane Offset: Offset for planar brushes (Clay, Fill, Flatten, Scrape), shifts the plane which is found by averaging the faces above or below. I know we have in the 3d-coat the sensitivity curve control button or the intensity of the tablet, but it's not exactly the function I'm looking for, just as we have the Edit Flatten Curve that is not the function I'm looking for either . Any similar function of Imbed or Plane Offset in 3D-Coat? Thank you
  11. ebitz

    Mighty Wings

    Been a while since posting. Model was done and rendered in Blender as well as smoke FX. All texturing was done in 3D Coat.
  12. ebitz


    From the album: Ebitz Gallery

  13. Hey everyone, I have 3 doubts: 1) Saving a mesh or object from VoxTree in 3b format. Can this 3b object keep all the work done on layers of sculpture related to it? In the test I did, the 3B file does not save sculpt layers relating to the mesh of the VoxTree layer that I saved in .3b when I import this .3b file. With you, do the same thing happen? ---------------------------------------------------------------------- 2) I was thinking of separating objects from VoxTree (dismember the project into mini projects) where the main file could be lighter and smaller ( just a container for the mini files .3b files that are part of the same project ). An example would be a sculpture of a character. I separated in the Vox tree : * Character Container |_ character mesh |_ Clothes |_ Accessories. I would like to do something similar to what happens in the Blender program. Having a main file and in it I would use the Append or Link method as needed. When I worked on a 3b mesh and saved, it would automatically modify file 3b. and in the main project this file would be updated and modified. Could I do something like that? ------------------------------------------------------- 3) You could kindly indicate to me an open source or free program so that I can fully organize myself in my private projects in the sense of task and asset management, calendar and etc (preferably it is just a single program for better usability). The program I was testing was Redmine, but it's complicated in upgrades and stuff. I also saw an opensource program called Tactic, but I did not understand anything, very complicated and I did not find any video that would explain the running beginner users like me. thank you