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Found 36 results

  1. I made a model in Blender and baked a normal map for it in the same program. When I looked at the model in blender with the normal map on it everything looked as it was supposed to, but when I imported the object into 3D-Coat and put the same normal map on it I noticed that the smoothing on a few parts looked quite a lot different than in Blender. I then tried the same thing with a simple cube and noticed the same thing. Cube without Normal Map in Blender: Cube with Normal Map Blender: Cube with normal Map in 3D Coat: The import settings and the normal map settings are both set to Blender, but it still looks different in both programs. Is there a way to fix it or does the smoothing in both programs just work different and I should avoid smoothing my low poly mesh as much as possbile? Thanks in advance.
  2. Hey guys, I've been using 3D Coat for a little while now but I am tearing my hair out with this problem. I import baked normal, albedo, roughness and metallic maps then overpaint them. However, when I try to overpaint the normals, the imported normal map always seems to blend through. How can I prevent this? I am trying to paint a smart material over the top to give some variation to the brick pattern, so I am using the same material but scaled up. So how can I paint this smart material on to the model without the imported normal blending through the painted area? Many thanks, Matt (See in the image below, The smart material preview shows how the larger bricks normal map blends into the smaller bricks normal map)
  3. I stumbled upon this article and thought I should share it here as it maybe of interest to some of you, especially those new to texturing.... Elliminate Texture Confusion: Bump, Normal and Displacement Maps Cheers Ken
  4. How a thing looks in 3d coat, how it looks in unity. and the normals. What am i doing wrong? Is it that it get's weird when relying on normals rather than sharp edges cause unity can't handle that well? This is only weird on the normals i baked in from a high res model and also only on some of the places.
  5. Hi guys, I am normal baking my mesh and have some questions. What method does 3d Coat use for normal baking? Is it the projection method or is it the explicit surface normal method? It seems, that 3d Coat always smooths my normals when baking, even when I activate lock normals in baking menu. Then after the baking process if I deactivate the normal map (painting room) one sees that alle hard edges are smoothed. But unfortunately because of this you have way more gradients in the normal map. The only way to get rid of that is to bevel hard edges in the low poly model before normal baking. Is there some better method ? And how on earth can I prevent that 3d Coat smooths my hard edges?
  6. 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?
  7. Здравствуйте. У меня есть готовые хайполи и лоуполи варианты модели для текстуринга. Я сделал авторазвертку, загрузив лоуполи модель через стартап-меню "UV Map Mesh" Как мне запечь теперь нормал мап и затекстурить? Я загружаю хайполи модель через Import Reference Mesh и лоуполи модель пропадает из UV Room. Гружу ее в Retopo Room поверх хайполи модели, нажмаю Bake-ничего. Пишет нужна развертка. Какой тут процесс вообще, может надо импортировать по-другому? Можно ли вообще запекать текстуры на импортированных моделях?
  8. Karsten

    3d Coat´s 4.7 bakers

    hello, as I continue my 30-day trail and having spent some more time in 3D Coat, I start to like it more and more. I discovered the baker just yet (baked out a normal map) and was very impressed, of how this is done. Normally, I bake in Substance Painter and or designer, (xnormal before that) but there is no visual feedback, of what your settings will look like. 3D Coat does have visual feedback - like showing ray-distance to inner and outer shell and you can define areas, that have different distance setting, which is great. In older versions, AO baker was not that good, I´ve read - was there an update already to this baker? Does it bake curvature map from normal map or from hight/low poly? Is there some GPU acceleration implemented already? Could you bake "by matching name", so you do not have to explode everything to get clean bakes? For normal map, 3D Coat seems to be really good, so I am amazed that I´ve found so little statements of users saying "I use 3D Coat for baking" Please tell me your experience and opinions on that. Maybe some dev got answer to my questions, regarding the bakers? Cheers
  9. Столкнулся с такой проблемой. При запекании карты нормалей появляются искажения на ней, если не использовать размытие, с размытием же появляется много шума. Перепробовал все что только можно, разные программы (3dcoat, 3ds max, blender, xnormal, sp), форматы, битность, качество рендера, даже пробовал менять топологию, все тщетно. Некоторые отличия есть, но они не существенны. Если кто-то сталкивался с такой проблемой подскажите в чем дело. Вряд ли дело в программах. Использую CPU , видеокарта не потянет. Конкретно на картинке результат, который соответствует формату .tga 32 RGBA и png 24 RGB. Даже обычный куб запекается плохо. Видны полосы, причем чем сильнее форма отличается от плоскости, тем более выраженные они. Куб без сглаженных углов запекается нормально. 1. Высокополигональная модель куба. ( углы прямые) 2. Низкополигональная модель куба с несколькими группами сглаживания ( 6 полигонов), применена карта нормалей. 3. Низкополигональная модель куба с 1 группой сглаживания ( 6 полигонов), применена карта нормалей. 4. Высокополигональная модель куба. (сглаженные углы) 5,6 Низкополигональная модель куба с несколькими группами сглаживания ( 6 полигонов), применена карта нормалей.
  10. zFarm

    Bake to low poly

    So not sure why I can't find any docs on this. Im just trying to bake to an obj that I brought in from and external package. 1. sculpted high poly (Vox mod) 2. exported high poly 3. made retopo in external package 4. imported into paint and auto UVed. 5. put low poly in one VoxTree layer and High in another layer. 6 In retopo room went to Bake>Bake w. normal map (per peixel) does nothing Im not sure how to transfer the high and low poly to a Retopot group..do I need to do that? .
  11. dimitribastos

    Texture Baking

    Hi there! I just created a tutorial about texture baking on 3D-Coat. It's pretty simple actually and it's in portuguese, but maybe it can help someone here. I wish to be fluent on english to help more people. Link to the tutorial
  12. Hello, I need help about this: as you can see from images, the normal map created in Substance Designer creates a nice result, I tested it also in Blender. In the first image you can see the normal map imported in 3DC, in the smart material slot, but the result is totally different: why? Thank you.
  13. I export my normap inti maya,but there is many black lines,why?in 3dcoat,there good beautiful line.
  14. HI,how to export normal map?and when i edite all layers in ext.edit(ps),why no normal map?it is empty.
  15. Hello, I made 1m cube in modo, a standard one with standard cube UVs, and painted it in 3DC using the cartoon wood smart material. Then I tried to duplicate it as a normal map but the sides are using different shades from each other. But when only colour is displayed the sides are OK. Please help my box. While I'm here, the text boxes for renaming and numbering do not work with the on-screen keyboard, at least on OSX. Is it possible to fix this? Thanks, greglo
  16. Добрый день! В двух словах - модель-болванка была предварительно создана в 3dsMax, доделана в Zbrush, а Нормал карта перенесена с хай-поли на лоу-поли в программе XnNormal. Разукрасить решил попробовать в 3D Coat (разработчикам отдельный респект). Так как у меня была карта нормалей, я попробовал её импортировать, но почему-то её качество сразу падает, пропадают детали, как будь-то не хватает разрешения, но при импорте модели указывал нужное разрешение. Скрин:
  17. Содержание видео: Нажимаем на ссылки и вас сразу перенесет в эту временную шкалу. 00:00 - 00:08 - Интро 00:08 - 00:13 - Инфо-партнеры 00:13 - 00:20 - Название урока 00:20 - 02:23 - Вводная часть. Приветствие и загрузка дополнительных материалов 02:23 - 05:30 - Обзор инструментария для создания цветовой карты под NDo 05:30 - 07:08 - информация о слоях, которые нужны для цветовой карты. Обзор уровней вогнутых и выпуклых деталей. 07:08 - 17:01 - Рисование слоев вогнутых и выпуклых деталей. 17:01 - 17:08 - Экспорт цветовой карты в Photoshop 17:08 - 17:30 - Заливка всех слоев белым цветом и объяснение причины этого действия. 17:30 - 19:00 - Работа с картами нормалей в NDo 19:00 - 19:10 - Экспорт готовой карты. 19:10 - 19:57 - Проверка карты в Marmoset Toolbag 2 19:57 - 21:17 - Загрузка ее в 3d Coat и анализ работы с PBR материалами. 21:17 - 23:17 - Борьба с ошибками симметрии в Zbrush 23:17 - 23:57 - Концовка. Предыдущий урок. Кнопка подписки, а также кнопки моих магазинов. ------------------------------------------------------------------------------------------- ► Модель для урока - https://cloud.mail.ru/public/YbWT/tE69MjWpJ ► 3d coat интерфейс - https://cloud.mail.ru/public/MsBx/ZbouWFnN9 ► Блог с уроками - http://charlytuts.blogspot.com/ ► Моя группа с уроками в ВК - http://vk.com/charlytuts
  18. I have a gun model High Poly loaded. I have a retopologized Low Poly mesh. I created my UVs on the LP. Now I want to simply bake the Normal Map info while in the retopo room. I cant find a way to do that. But when I am in the UV room I can export the model and check the box for Bake Normal map. But there is No HP in the UV room so the normal map is flat with 0 data.??? Why have the Normal map bake option in the UV room when there is no way to import the HP? It would seem that if the LP that was the retopo mesh is still in the retopo room along with the HP mesh it should be a simple solution to bake from there. Am I missing something?
  19. So I came across something that is a bit frustrating. If I fill an object with a smart material and then fill it with another that has bump in the normal it adds any addition bump to what is already there. I don't see an override for "replace" ie I want it to be smooth again.. Then I thought well I'll just clear the whole normal channel.. can't figure out how to do that will fill? Oh even erase just digs a big hole in my object. Thanks
  20. I can't find any info on this so forgive this potentially noob question. Is it possible to paint the Flat normal colour on a new layer and see the results in realtime? I don't want this to be a destructive thing, so new layer is essential. As far as I can determine the only way to paint flat normal information (RGB 128,128,255) is to do it with the Normal Map in the diffuse blending modes, which isn't ideal as you can't see your results of the normal map in realtime.
  21. I post this here for visibility instead that the specific forum because I think is important... The default "Normal Map Software Preset" in Preferences is "Unreal Engine" And the default value for "Normal Calculation Method" is "Angle Weighted Normals" That produces this normal map (first image) for a simple box kind of panel. That seems to be ok in UE4 but some artifacts appears when a "build lights" is performed there (I made sure this is totally unrelated to the infamous secondary uv channel need of unreal light-maps) as you can see in the left panel in the third image. If I change the "Normal Calculation Method" to "3D-Coat Normals" then it works perfect! as you can see in the second image and in the third, in the right panel. So I suggest that you 3d-coat developer/staff change that setting ("Normal Map Calculation Method") to default "3D-Coat Normals" if/when the "Normal Map Software Preset" is set to "Unreal Engine" so people like me don't waste time trying to figure out things, please Thanks
  22. Hi! In per pixel painting I use several UV sets and there is some inconvenience in tech nuances. I have 5 meshes, 5 normal maps, I import all the meshes separately with their own UVsets. then I start importing normal maps. If I import them separately they looks correctly, but I no need a bunch of layers with same name "Normalmap" it makes workflow little messy so i'd like to optimize this bunch and there are 2+ ways to do that: 1st one is to import other normal maps into the same layer, I did this in early version of 3dc, but 4.5.16 has issue about it. 2nd way is place all normal maps into the folder. But! both ways finds same issue: normal maps get messy uv seams, because of kind a smoothing algorithm. seems like the program is trying to smooth pixels between uv shells. Is good for all maps except of normal maps Is there a swith smoothing switcher somewhere? If it isn't make it please! Thanx!
  23. Hey Guys, Just letting you know we are having a $7 Video Tutorial Summer Sale http://www.learn3dsoftware.com/3dcoatvideos_menu.htm -All 3D Coat titles are all $7 each!! -All Other Software Tutorials (Lightwave, Zbrush, Modo, Substance Painter, DDO) are $7 each!! ------------------------------------------------------------------------------------------------------ 3D Coat Tutorial Catalog ------------------------------------------------------------------ 3D Coat Version 4.5 Tutorials ---------------------------------------------------------- 3D Coat V4.5-Vol.#18-Smart Materials I-$7 3D Coat V4.5-Vol.#19-Smart Materials II-$7 3D Coat V4.5-Vol.#20-Smart Materials III-$7 ------------------------------------------------------------------ 3D Coat Version 4 Tutorials ---------------------------------------------------------- 3D Coat V4-Volume #1-Getting Started -$7 3D Coat V4-Volume #2-Getting Started II-$7 3D Coat V4-Volume #3-UV Mapping I-$7 3D Coat V4-Volume #4-UV Mapping II-$7 3D Coat V4-Volume #5-Retopology I-$7 3D Coat V4-Volume #6-Retopology II-$7 3D Coat V4-Volume #7- Voxels I-$7 3D Coat V4-Volume #8- Voxels VI-$7 3D Coat V4-Volume #9- Voxels III-$7 3D Coat V4-Volume #10- Voxels IV-$7 3D Coat V4-Volume #11- Voxels V-$7 3D Coat V4-Volume #12- Voxels VI-$7 3D Coat V4-Volume #13-Dino Detailing I-$7 3D Coat V4-Volume #14-Auto-Retopology Secrets-$7 3D Coat V4-Volume #15- Photo Painting & Masking Tools-$7 3D Coat V4-Volume #16- Texture Baking I-$7 3D Coat V4-Volume #17- Texture Baking II-$7 --------------------------------------------------------------------------------------------- 3D Coat Version 3 Tutorials ------------------------------------------------ 3D Coat 3.5-Auto-Retopology -$7 3D Coat 3.5-Retopology-$7 3D Coat 3.5-Retopology II-Project Suchomimus-$7 3D Coat 3.5-UV Mapping-$7 3D Coat 3.5-Normal & Displacement Maps-$7 3D Coat 3.5-Painting Color-$7 3D Coat 3.5-Voxel Sculpting-Project Dragon-$7 3D Coat 3.5-Photo Painting I-Project Elephant-$7 3D Coat 3.5-Photo Painting II-Project Human-$7 3D Coat 3.7-Painting Tools & Alpha Brushes Vol.#1-$7 3D Coat 3.7-Painting Tools & Alpha Brushes Vol.#2-$7 3D Coat 3.7-Starfighter UV Mapping-Quick Method-$7 3D Coat 3.7-Starfighter Detailing-Normal Maps-$7 3D Coat- 2D Sci-Fi Alpha Brush Collection Vol.#1-$7
  24. Hi guys; So I have this project and I'm trying to painting the details using the normal map painting feature. However I got these weird artefacts when I try to smooth my brush strokes. I tried with the welding vertices option on, checking the normals and removing doubles in an external application, etc. I'm using the build 4.5.03.
  25. kakawkorez

    Bake tangent normal map

    Hi again! keep testing 4.5 version of 3D Coat... looks great! The only question i cannot find anywhere is which preset i have to use for baking tangent normal map if im going to use it in Maxon Cinema 4D for final render ? Everytime i bake the tangent NM i get very strange result with a lot of black areas :-\ When i use the normal world map its going great without any weird bugs!