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Found 9 results

  1. I tried to have some ambeint occlusion with a mesh object with many uv layers and whatever i do looks weird (Pixellated) appreciated any help
  2. Sorry for the long title guys. So, I'm really new to 3D Coat and 3D painting in general. I really like what I've done so far, but I'd like to know if its possible there are any settings for smart materials that turn off the huge shadows generated by ambient occlusion on the texture? Basically I did a quick test paint of this gun I'm making for Fallout 4, but I'd like to get rid of the huge dark areas on the texture since the game uses PBR textures and I'm not skilled enough to paint textures completely from scratch, which is why I use smart materials. Here's a picture of the gun's texture.
  3. Jarid

    Paint workflof question

    HI, I am a new user and also quite new to texturing and UV-mapping. I tried this workflow: - sculpt a simple model, - export and obj, - import for Per Pixel painting, selected Automapping - Created a curvature map which look alright - Ambient occlusion result Is a bit strange, Is it becouse the high polycount? Is there a way to get better result without manual retopo/ UV-mapping? My intention is to paint more complex objects and then render the final model in Keyshot. I can accept quite high polycount if the workflow is quick and gives good results. Any help much appreciated. //Jarid
  4. So I now know how to bake an AO map and export it for use in Unity, but the AO map produces awful seams everywhere on the model in Unity. Is there a way to set padding when baking or exporting to prevent this from happening? If not, does anyone know of a Photoshop / GIMP technique to add bleed to the margin of images? This has always been handled by the baking software I have used so I am in uncharted waters.
  5. I used Calculate Occlusion in the Textures menu of the Paint Room and now I would like to export my AO map so that I can use it in Unity. The problem that I am having is that I can't figure out how to export an AO map and I don't see it in the Textures>Export menu. Thanks in advance for the help, Bryson
  6. worldcrafter

    Ambient occlusion detail/size REQ

    When i saw the ambient occlusion feature for 4.5 i was overjoyed, but i soon found the detail/size of AO couldn't be controlled . i have 2 options - curvature or AO... thats a bit stingy, i expected a an adjustable filter value to change how fine i wanted the AO to be. Are other people after this? Could you guys make a request on this feature, How hard can it be to implement?
  7. Hello everybody I have the following problem: Does 3D Coat actually export ambient occlusion maps? Because from what I´ve seen so far, the "baked occlusion" layer doesnt appear in the export files. Is there a special way to do this or is it already doing it (like merging it into color-map) or is 3D coat not able to export AO-maps at all?? Thanks for every answer Cheers BP
  8. Hi guys I'm trying to calculate occlusion in 4.1.17D. - I have multiple vertex painted models in the paint room. - I'm creating a new paint layer. - I'm going to the textures menu & clicking on calculate occlusion Light sources = Sphere + Hemisphere Lighting Render Target = into the current layer Light count 128 Smoothing steps 10 I hit ok and the graph shows for a split second but nothing then happens. Any steps I'm missing? Thanks T
  9. Hey Guys, Just created some new video training on how to Bake Voxel Data (Displacement, Color, Ambient Occlusion) to a Normal and Color Map. It was designed for beginners who are new to baking in 3D Coat. http://www.learn3dsoftware.com/3dc_4_vol_16_texture_baking_I.htm It also covers importing the final maps into Lightwave and setting them up.
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