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Found 76 results

  1. Hi there. Here is a basic summary, I'm working on a hand-painted texture. Nothing else. But when I export the 'diffuse' map it comes out very very wonky when put back onto the original Autodesk Maya mesh it came from. Can anyone explain the reason for this?
  2. 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
  3. 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.
  4. 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.
  5. tolchockmaltjik

    Import & mess with OBJ

    Hi! So, I've been struggling for some time now. I'm making characters in DAZ and I want to import one into 3DC and to be specific: I want to get him into the scene and then slize his face off. What's the exact workflow here? Wich room do I import him into? Wich settings? Can you keep the maps while doing this? Wich tool do I use to cut a part of him away? Is it possible to export this guy with the MTL file still intact to render in other software? I want to get him back into DAZ for rendering! Right now I'm drag/dropping him into 3DC, choose import for per-pixel painting, but when I press Sculpt he disappears. And in the other rooms i can't find a function like "Cut off" in the sculpt room. When I pick import for vertex painting/big reference his maps look super weird, like low-res or something.
  6. filippospappas

    Cinema 4d to 3D Coat

    Hello, just a quick question. is it possible to maintain my selection tags and material assignments from Cinema4d to 3D Coat and back? I had assigned materials and after i did my UVs in 3d Coat and exported my fbx back to Cinema4D all that was gone replaced with a single generic material. No selection tags, no materials? Could this be because of an export setting or is the fbx file format? i dont know. Thanks
  7. knekke

    Displacement Depth Factor export

    Hi, I need to access the displacement depth factor after exporting to obj. When using the vanilla export options (the one with checkboxes for color, roughness, etc and displacement options depth, normalization, extension) the depth factor is written into the .mtl file AND to a separate disp.txt file...-> Awesome! When I use an export preset (e.g. Unreal 4), the export options UI changes and more importantly the Depth Factor doesn't get exported (not in the .mtl and no disp.txt). Is there a way of enforcing that disp.txt file? thanks!
  8. Hey Guys, I'm not that familiar with 3D Coat yet. For awhile I was mostly using Blender but more recently i've also grown rather fond of 3D Coat especially with the UV Toolset, Voxel Sculpting, and Retopo Tools it has which I happen to like a lot better. I'm working on a first indie game I started with most of my models done so now I just need to texture them decently so that they all look decent when used together for game objects. Originally I was exporting the UV Image only then opening that in Photoshop since I have textures I would then map over it because I'm not very good at texture painting yet so that is why I have gone that route for the time being until I can figure it out better over the course of time. Now, in 3D Coat I am looking for that but I can't seem to do that? Is there no option or way to do that or am I missing it somewhere? I have poked around and tried to look for clues and made several attempts to figure this out more but other than messing around with it more until I get the results I desire. Any advice about this or could someone at least help point me in the right direction that has more experience than me with this?
  9. Missy

    Help With Exporting to Blender

    I model an object in Blender, exported it to 3DC for voxel painting & texturing. When I export back to Blender, the object is there but not the painted object. Any suggestions please? I am using the 3DC export setup below.
  10. johnl247

    Export option disappeared

    Hi I have been using this program for a few days now and when I have have created images I have then gone to File/ Export and download a .obj version. It also gave me a choice to reduce points This export option is no longer available. I have removed and re-installed the software but it is still missing. Any ideas of how to fix this. thanks for any hep.
  11. Hi, I imported a high poly object into the sculpt room to use as a retopo reference. It was too small so I scaled it up with the Gizmo. Switched over to the Retopo room and built a retopo mesh over it. Exported the retopo mesh; which is now too large compared to the original high poly reference mesh when it is appended as a new subtool back in Zbrush. What is the proper workflow here to handle scale issues. The original high poly mesh was sculpted in Zbrush and is a proper size ( approx. 2.0-2.0-2,0 in tha software). Thanks in advance- I looked through the forums but must have missed the answer.
  12. Several objects are merged into one when I export them to 3dCoat via AppLink. How can I export several objects SIMULTANEOUSLY, and that they do not merge together during the export ? I just want to get separate objects in 3D-Coat - which will be the same as in the my 3ds Max scene
  13. What are the proper export settings for normal maps from 3D Coat to Maya (Arnold IOR)? In File > Preferences I have tried using numerous normal settings (Software Preset, Calculation Method, Swap TB), but I still feel like my normals are looking inverted in the Maya Arnold render. What is the proper normal map export workflow?
  14. Hi There, Trying to work out if it is possible to export a voxel object from the paint room, into a new scene while keeping all the paint layers.
  15. 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
  16. Hi! I've used 3D coat in the past and when importing a model and scaling it to voxel it with better resolution, it asked if I wanted to keep the initial scale and position. I'm currently trying 3DCPrinting and after merging my models together, when I export, and upload in other programs, the scale is all messed up ( Since I've scaled it up to have better voxel resolution). Is there a way to export the model with the initial scales like in 3D Coat ? Thanks
  17. Hi, I'm having a problem with smart materials, in particular the particle brushes like dirt and scratches. When exporting the psd to photoshop, the particle brush's brush strokes show up as full brush strokes. When I load them back into 3d coat however, they look fine, although creating a duplication of the layer will cause the new one to look as it does in Photoshop (full brush strokes). This means that the object looks fine in 3D coat, but when I try to test it in game or export it to another program like Substance painter I get these thick lines everywhere that weren't visible in 3D coat. My guess as to the problem is that the 3D Coat editor can interpret the layers as particle brushes fine, but the 2D version of the UV map is saving them as full brush strokes. Creating a new layer with the same colour/diffuse information causes the 3D editor to not recognise the layer and interpret it as it actually looks in the 2D editors. I have attached some images to illustrate the problem. Thanks in advance, Matt
  18. 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
  19. Hi Guys, I am urgently trying to finish some work and yet as you can see the textures where there is grey metal export as solid black. Does anyone know why this may be? As you can see from the UV layout from within Coat they are displayed correctly. I have also included my export settings. Many thanks.
  20. Hello, I created an object that has a few layers. I merged them in the sculpt room on to a new layer before retopologizing and uv'ing. When I exported it to Blender, it exported the original layers plus the merged layer, so I have two identical objects now in Blender. I obviously need just the merged layer object. What am I doing wrong please?
  21. Hi, I currently have a problem to use 3D with 3DS Max, Importing seem to work ok, but when I want to bring back the model in Max for finishing touches, I have some issues. What is the intented use for 3D Coat for this model, to create the UV for a low poly model and paint it. Issues: Scale is really off. When the model is back in Max, I have to scale it to 400%(Not 100% sure it's accurate). Here is a screen showing the original model and the model imported back. The model is really small. (Used FBX to export to 3D Coat, and fbx to have it back, tried also obj with the same result) Also the model is rotated 180 degrees. Perhaps too small to see... Once I rotated the model, and scaled it to 4000 (should be 400%), they look identical, but the imported model is triangulated, and on export from Max, I made sure the triangulation option was off. White is the original model, colored model is the one that I re-imported from 3D Coat. Found out that the OBJ version of the model keep the smoothing groups, but the FBX export loose them (all is smoothed as I have a single group) Is there a way to export without triangulation, keeping the smoothing groups(fbx), size and orientation intact? I know that there is this option to scale the model at export (the information entered there should be memorized)...
  22. JustAnotherName

    Scaling problem again

    Hey guys, I have the same problem as a while ago. Scaling on the model is ok, scene scale, measurement units, etc. everything fine. After unwrapping the upper body part I want is only 4.45x3.75cm large. I am really desperate right now. This has to work. I have some customers for made to measure garments. If I don't solve this it's really bad. Amethysta_1.3b Body.eps
  23. Hi, Is there a way to import a mesh / character that is already rigged, paint it, and then export it without losing the rig? Thus far, I've noticed that when I export the model the rig is removed. I'm very new to 3d coat and I'm trying to figure out an asset workflow for a game I'm making. Thank you
  24. Hi, Is there a way to instruct 3D-Coat to explicitly triangulate a mesh exported from the retopo room? I need this because I want to use the model in Unreal Engine 4 and Substance Painter, and both use different algorithms for triangulation. I've tried triangulating the exported model in Blender, but that just made it "blocky". Cheers, Dave
  25. kenmo

    Export 3DB as OBJ with textures

    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.
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