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Found 28 results

  1. Hey Guys, I'm just wondering if it's possible to merge paint objects, or export with one material set? as currently i'm getting 10+ material sets in substance when I only want one, and I know it's because I have multiple paint objects. Any help would be appreciated, cheers.
  2. Hello guys! I am working on this new project which I have several parts and already made the retopology and baked the normals from the high poly. But when I went to paint room, the materials only worked on the first object I made (the head). The others don't display correctly on the materia preview window and whe I apply them, the material does not have all the qualities, like it is only using the procedural textures, I guess. See the images below. I used the same process of retopolgy, baking and painting for every object... I don't know what is wrong! :/
  3. When I draw by material from the camera my drawing texture shifts http://take.ms/Ro4p5 What is responsible for this offset?
  4. my first glass attempts in 3D-Coat: ClearGlass.3dcpack IMPORTANT: Make sure Layer 0 opacity - 25% or lower! then on layer one (or any other layer above 0) use the glass material. make sure the material is on 100% opacity but the layer opacity is on a low % (me = typically choose 15% or less) --- message me if you = need any help sorting it out :]
  5. Good day, i cant apply texture on my 3d model even if my model have already UV and its not locked from paint objects. can someone help me please check the attached image thanks
  6. How can I copy smart-material from one Surface Layer to another (Voxel Room)? I created custom Smart Material - but it was made in another computer. Now I have not acces to that computer. And now when I open this scene in my current computer - custom Material does not present in Material Library - it exist only on object. So how i can copy this material from one Surface Layer to another, or how to save it in Material Library?
  7. McCabe

    UV Stacking

    Hi folks, I have a question with regard to UVs. I have read other threads on a similar subject but found now solution. - I am using only 3DC and I have a Scene I have done in the sculpt room. Its made of 3 separate Meshes. - I make a Low-res decimated version of the the scene and export that as an .obj. - Move over to Retopo room and import that Low red version via the 'import retopo mesh' - Once that is done I do all the seems on each mesh, unwrap each mesh. all on separate UVs (or at least I think it is. they are not overlaped in the 'UV preview' - Then Bake the normal to tranfer over the detail from my High Res to the Low Res Version. and here is where I have my issue - I move over to the paint room and even though on the Bake process it asked me about the three UVs I wanted to bake. in the paint room they are just stacked on top of each other...why? (Note, I looked in the UV room and they are stacked in there too and cant seem to find a way to separate them.) I am miffed :S Cheers.
  8. Hey guys, really need help with this one as it's halting production on my art pipeline. So as you can see this smart material is very simple. It paints on fine, but when I export the layers it inherits the flat colour from the colour picker as part of the layer. I need the transparency from the green layer to stay intact. So in other words what I am after is a smart material that fills this pattern with green and no blue in the background just transparency. I've achieved this before with the same setup on a different smart material and now the old smart materials are inheriting the same problems. Is this a reinstall situation? Please help! Thanks, Guats
  9. Hey guys, really need help with this one as it's halting production on my art pipeline. So as you can see this smart material is very simple. It paints on fine, but when I export the layers it inherits the flat colour from the colour picker as part of the layer. I need the transparency from the green layer to stay intact. So in other words what I am after is a smart material that fills this pattern with green and no blue in the background just transparency. I've achieved this before with the same setup on a different smart material and now the old smart materials are inheriting the same problems. Is this a reinstall situation? Please help! Thanks, Guats
  10. tekgecko

    Smart Materials Layer Blending?

    Is there a way to apply layer blending within the smart material editor? I am trying to make a wasp skin texture which I am using a rust image for and apply a new layer of yellow on top, however lowing the opacity is not enough. If I apply the rust to a normal layer then the yellow on top I can use layer blending to get the desired effect. Is there a way of doing this in the smart material editor directly?
  11. Artem Ba

    8 Classic Lamps, 2

    From the album: 8 Classic Lamps

    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.
  12. 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?
  13. Im fairly new in 3D Coat - I can figure out the painting / UV tools pretty easily. I just cant get my textures into 3DS max and have them look right. I chose the Export preset for 3DS MAX psychical shaders - and i get a normal map - Metalness - roughness - IOR - which is all good. I import my model and create a psychical shader and put my maps into the right spots - but the materials just dont look right... Atm im using standard lights and the Scanline renderer (I just wonna try it out before heading into arnold). Can anyone explain me how to export correctly ? Or maybe make a step by step guide? Best Regards Jonas EDIT: Some screens
  14. Arno Alexander

    18 Tiled materials

    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 !
  15. Hi guys! I have 12mb 2k Normal map, when i apply it directly to a mesh (via import texture file) it reads fine, the quality is 100%. When i plug this same texture into a Smart Material (using the same exact scale) and apply it to the same mesh the result is very undesirable. I can only assume the Smart Material compresses the life out of the Normal Map for the sake of speed and hence the quality being very poor. Is there a way to potentially solve this? Below are examples : Direct Normal - Smart Material Normal - Lastly i'll add a .Rar file with the texture used and the mesh (simple UV unwrap). Hopefully this will provide Hands-on understanding. Cheers, Alex. Normal Map Comparison.rar
  16. hello, guys , sorry for my question, maybe will sound stupid for some guys but I really need help! I have this issue I am having in material, and I don't know how to fix this issue I am having in the smart mat, well here is the problem I am having please out , help out, this will be so useful for me , thanks in advance !
  17. rosalie.mantion

    Change Surface materials on imported mesh (obj)

    Ok, so being fearly new to 3D coat, there are a lot of basic things that elude me. Like how to apply or swap a simple material? So I've been working pretty back in forth on my UV's for an item i am painting right now. What I want to do is simply import the new version of my UVs and continue painting with the layers and material I already have in my scene. However, I can't seam to figure out any straight forward way of going this. The only way I have been able to do is so fare is by starting a new scene with my new obj, import all my photoshop layers (which is not acting weird now that I've started using layer group folders *see this question thread for details on that*) So ya! Basically what this question boils down to is: how do I update a mesh(obj) that I modified in a 3rd party program (Maya) back into 3D coat and have it use my existing material and paint layers! Thanks a bunch!
  18. Karnonos

    Cracked Red Paint

    Here is my first attempt at creating a PBR material in 3D Coat. If anyone likes it or thinks it is useful, let me know and I will post more when I create them. Cracked red paint. Will add grunge layers later. https://drive.google.com/open?id=0B9Fn0PckWXZXNWRSNHg5UHI2ZDg
  19. Let me begin by saying that I do have decades of experience 3D modeling/rendering and even development related to such for games, etc.... I love the app for the most part and certainly much easier to use than the competitors. The visual quality of the objects during sculpting just.....bother me. I'm certain I probably just haven't figured out the 'trick' yet but the ease of seeing the form never seems as clear as in even an app like Sculptris. Not a fan of the 'depth' element of the shaders. Even though I do understand the nature of AO, it just....makes the surface more confusing (again likely not using it right). I've tried creating more shaders and downloading what I could find online. I assure you that I've also attempted to search for the solution many times but nothing that seemed to answer it. Are all the shaders dependent on environment maps? I know there is the option for a MatCap shader but that's camera projection and wish I could actually define the shader from a reflection sphere as is in other apps. Essentially, I'd just love a simple clearly visible grey clay sort of thing as is default in most sculpting apps.
  20. ThomasBrissot

    Exporting 3d Coat textures to Keyshot ?

    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
  21. Extensional installation is successful,except material,how to solve? E2DFDB72-162B-45C5-A062-F723B1ADDF25.bmp
  22. Здравствуйте, обитатели форума 3D coat, недавно перешел на новую для меня версию программы 4.5.02. И заметил в новых фичах обидную проблему. Есть модель с текстурой 2048Х2048. И превью материала показывает мне такое качество: Я радостно беру кисть и получаю на выходе вот такое : И еще раз для сравнения: Прошу объяснить, из какой жопы у меня растут руки, и что я делаю не так. Вот еще UV, авторазвертка, может в ней проблемы?
  23. Kargall

    Montagne Texture 1.3b

    From the album: door collection.

    Test PBR matérial and applink blender for this project
  24. It's the same even on default material (for example metal_rusty), so it's not my material's fault. I've attached the mesh that I've used here. TestMesh.rar
  25. Im having this issue where i cant really see what im doing because the viewport and the render room, is not showing me the correct visual representation of the PBR material. In contrast, the PBR Material Previewer works wonders and it looks how it is supposed to. Is this an BETA problem or is it just me? I added a picture of what i mean as an attachment. Yes, i have tried everything and read everything, even work with the lights!
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