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Found 20 results

  1. 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 :]
  2. Forikundo

    [Solved] Pose tool no longer colorful

    Hi guys, I know probably this is a easy thing but cant figure out how to fix it. In voxel mode when i change materials to use someone more confortable for sculpting the pose tool has no longer the colorfull gradient but a grey one. Its harder like this to see how its working.
  3. LucaFox

    Substance Designer + 3DCoat?

    Hi guys, I hope the question doesn't sound too silly, in that case, pardon me for my noobness! As you know I'm still relatively new to the software, and in these days I'm studying the smart materials abilities of 3DC. My two questions are very simple and straightforward: - Can I create smart materials/materials in Substance Designer and then import and use them in 3DC? - Does it make any sense? I mean, does 3DC smart materials editor has any flaws or lack, or I can just craft the craziest, cartoonish or hyperrealistic materials? Thank you for your time! ^-^
  4. Michaelgdrs

    SMART MATERIAL PROCEDURAL

    Greetings to all. I will start posting to Gumroad my smart materials collections. All materials will be : Seamless custom PBR accurate materials (game engines optimized 512 x 512 pixels) 9 Texture Channels Each (depends on material type) Dermis ( Base colour / Diffuse ) Subdermis Hypodermis Ambient Occlusion Base Color Bump Curvature Normal Detail_Normal Diffuse Displacement Emissive Glossiness Height Metallic Opacity Roughness Specular Pseudo SSS mask Compatible with : 3D Coat PBR ( smart materials included ) Substance Painter ( materials included ) Toolbag 2 ( materials included ) Unity 5 PBR ( materials included ) Zbrush ( Texture painting ) Unreal PBR Substance Designer for texture based nodes ( SBS and SBSAR NOT INCLUDED ) Render Engines Compatibility : Mantra PBR Mantra IPR Renderman Arnold Redshift Vray Indigo Maxwell Octane Furryball Thea and any renderer that supports Here is my first collection (will be posted shortly) teaser.
  5. Artem Ba

    8 Classic Lamps, 3

    From the album: 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.
  6. Artem Ba

    8 Classic Lamps, 4

    From the album: 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.
  7. Hi All-- Hope all are well....incredibly grateful if you can tell me how to accomplish this...and ASAP I'm building out some models in SILO3D--and I'm using 3DCoat for UVing so far. I absolutely love it. Here's my trouble: I've marked up my mesh in the OBJ (silo) w/ some simple Materials....then I head over after UVing (3dcoat) to substance painter where I replace those simple MATs w/ glorious procedural ones. Problem is when I hit "APPLY" in the UV room----my material names all get nerfed back to vanilla (all one color, one same mat). What do I need to do in 3DCOAT so this doesn't happen? I imagine I need to tell it something in the paint room etc before I hit APPLY UVs. I'm on a tight deadline so this will hugely help my workflow. Thanks so much--and if you wanna call and walk me thru it I'll definitely return the favor. Roger
  8. Ascensi

    Animated Materials for each layer

    Is it possible to animate materials within 3DC? It would be pretty amazing to have a small timeline to keyframe material & layer properties and output the animated textures.
  9. smallfavor

    How to

    I hate to have to ask, but I can't find any instruction on how to actually install .3dcpacks Are they supposed to dropped over the active program? When I drop on the application icon inside the folder, the .cdpack file just copies into the folder at the first level.
  10. Hi there! I am a new-ish user to 3dcoat and a new user to the forum. I have been using 3Dcoat primarily for it's awesome smart materials. Suddenly today, I open up the program and all of the smart materials look "flatter". It's not from pressing 2, either. I tried pushing all of those and nothing reset. I thought "glossiness" or "metalness" at the top may have been accidentally adjusted, but I pushed them all up to 100 and nothing changed. If this were just one material, I would assume that it's a messed up map or something but it is ALL smart materials that have this current issue. Basically all manner of glossiness or reflection seems to be gone. I assume I must have fat-fingered a hotkey or something but now I have no idea how to get it back to making this program usable to me. The weird part is that I can open up older files and THOSE files seem to still have the shiny-glossy look that you see in the thumbnail. But as soon as you try to start applying new materials to the meshes, it's the flat looking stuff again. I'm totally at a loss as to what has happened. Any help would be GREATLY appreciated.
  11. 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 !
  12. Didzis

    Materials

    Hello, My name it Didzis Beitlers. Just started using your software at Catdaddy games. How can you quickly find the material that you have added to a piece of geometry in order to modify it some more? In max there are indicator triangles in material editor that let you know, but don't see anything similar in this program.
  13. I am trying to use smart materials, but im getting like wierd, 10% of the smart material results, as if I had multiply turned on or something. But I dont, everything is default and I cant figure out what happened over night, things were fine yesterday! I have tried many different meshes etc, same results, restarted, same. here is a gif of what I am seeing, what setting is on or what is happening? I am at a full stop here and so confused! I have watched lots of tutorials, but have NO clue how to even describe with words what this problem even is: http://imgur.com/CTt0Fbi
  14. bcgreen24

    Bake Textures As Seen in Render Room?

    Hi, all! I was under the impression that you could bake 'render room' shaders onto an object so that the material can be exported as images along with the mesh. If this is possible-- how the heck is it done? I can't seem to figure it out... Thanks! Bryan
  15. In this tutorial I show how to use manual retopology of an imported model (obj) and how to add smart materials for it:
  16. Hey guys, have you been messing around with the new PBR Smart Materials in version 4.5, but you don't feel like you really know what you are doing, or if you are doing it correctly? Well don't worry, because I found this really great tutorial about how to paint with the new PBR Smart Materials in 3D-Coat! It is made by an Italian guy who goes by the name of DoctorDanko on Youtube. His Italian accent is only mild, so his English is still very easy to understand. (Big thanks to DoctorDanko for making the video!) In the video you get a good explanation of what the new PBR Smart Materials do, how to paint with them, and also how to build your own. Enjoy! https://www.youtube.com/watch?v=7hyz8OrzBtA
  17. Current transform gizmo has a huge and annoying drawback. Its transform center is always and only in the center of material texture. It turns precise positioning of projected picture /material into a huge pain in the a.. Especially being accustomed to scale from a randomly placed center in Photoshop(by digits only), Zbrush, Fusion, any vector soft etc. So for example if I want to paint a window from some render or photo I first have to crop source file the way a corner of the window would be in precise center of a file. Only that way I could scale precisely from that corner . If the source file is big enough and the detail I want to project is far from image center the positioning it on the screen/model turns into a pure torture. Not sure if placing the center of transform randomly is a huge problem or not. I am asking for that feature for many years already, long before the transform gizmo appeared. But it's a main reason I still rather use Zbrush for texture painting than 3d coat.
  18. Please, consider the following scenario. 1. If you import this .obj file to 3D Coat for laying out UVs, you get: - Materials named: ->materialA - containing objects A-D, ->materialB - containing objects E-F, ->materialC - containing object G. - UV-sets named: ->materialA - containing UVs of objects A-D, ->materialB - containing UVs of objects E-F, ->materialC - containing UVs of object G. This is very convenient and I like it. 2. Let's see what happens if you import the same model to PPP. What you get is: - Materials: ->materialA - containing objects A-D, ->materialB - containing objects E-F, ->materialC - containing object G. - Objects: ->objectA, ->objectB, (...) ->objectG. So again, it's very convenient. You can hide, fill, etc. multiple subobjects sharing a certain material, but you can also do the same with individual subobjects. 3. When imported to Voxel Room, the model is separated into subobjects and each subobject receives its own layer. Perfect. BUT... 4. If you import the model to Retopo Room, here things look a bit different. - Groups: ->materialA - contains objects A-D, ->materialB - contains objects E-F, ->materialC - contains object G. - UV-sets: -> NO UV-SETS ARE CREATED! This can be good or bad, depending on what you want to do. If baking with names correspondence is your goal, than it's damn awful, because you now have to: ->create a Group for each subobject and name it correctly (using former subobject name that was lost when you imported the model to Retopo Room, ->move each subobject from a group that it shares with other subobjects, to its individual group you have just created. ->recreate UV-sets and move objects according to their former UV-set linkage. Let's say, you're done with this additional work and are ready for baking with names correspondence selected. The result is: 5. Paint Room: - Materials: ->objectA_materialA - contains objectA, ->objectB_materialA - contains objectB, ->objectC_materialA - contains objectC, ->objectD_materialA - contains objectD, ->objectE_materialB - contains objectE, ->objectF_materialB - contains objectF, ->objectG_materialC - contains objectG. - Objects: ->objectA_objectB_objectC_objectD_objectE_objectF (a combination of all object names, up to 50 characters) - contains ALL SUBOBJECTS(!). So it goes completely bananas here when compared to how it worked in point #2. Is this behaviour intentional or is it a bug?
  19. splinetime

    The 3d coat folder system?

    Greetings, I have been trying to dig into the logic behind folders (brushes, materials, etc) so I know where things go, backup or can group differently, etc. Is there a straightforward outline of what goes where and where those folders are? I feel confused. Thank You, Kevin L
  20. worldcrafter

    separate materials and textures HELP

    I am totally knew to 3d coat but it seemed just what i needed for character texturing at the time. before i start learning more than the basics i want to know if i can export my model(textured in 3dcoat) with a separate material and diffuse/normal map for the feet, torso, head, skin... if so how? thanks oh and i dont want to have to seraprate my character into objects
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