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Found 2 results

  1. I know that my question and opinion can be misinterpreted and even cause some controversy, but I would like to say anyway. Why do we have a navigation preset for ZBrush? I ask this because I can't understand why 3D-Coat has something that "advertises" or mentions a competing program like ZB. I do not see and until today that I know, at pixologic Zbrush, any navigation reference or anything else for 3D-Coat inside ZBrush. If there is something inside ZBrush with the name of 3D-Coat, please tell me and correct me. I understand that people who use ZBrush and start using 3D-Coat with ZB-like navigation will feel more comfortable, because of course they use ZBrush. But honestly I don't understand having something with reference to another program like ZB-Like inside 3D-Coat, maybe someone please can explain it to me. After all, 3D-Coat is another program and 3D-Coat's navigation is very easy to use and much better. I would love to have a camera navigation preset that simulates 3D-connexion Space Navigator, that would be much more useful and important than having a Preset for ZB-like. Just my opinion.
  2. I baked some mesh maps in Substance Painter for an old project. It's an atlas of small items for detailing an environment (bottles, books, cans) In Substance, the OpenGL maps bake perfectly. Here are screenshots from Substance Painter: I decided that there were a lot of cereal boxes, logos and things I would need to paint in an external image editor, and I liked Coat's linking option (for Affinity). So I ported the project over to Coat. I imported the normal map with the correct settings. The normal map doesn't show up correctly. I double-checked and toggled the green channel to be sure. The dark halos around the triangles are horrible in 3D Coat. Here's a screenshot: So I tried re-importing the normal map and even creating a new project and changing the UV smoothing settings. To no avail. Then I discovered the problem. The software preset Blender and Unity yield different results, even though they should both be exactly the same (an OpenGL normal map with an inverted green channel). SO, I created my own normal map preset and called it OpenGL. I didn't do anything at all, I just made a new one. Now everything shows up great! This is a screenshot from 3D Coat: There should not be a Unity normal map preset vs a Blender normal map preset. They should not be different. There should only be an OpenGL and a DirectX setting for normal maps. Also, imported OpenGl maps using those presets show up wrong, and it will anger a lot of new users coming from other software. I'm also happy to share the model and normal map for anyone to verify my findings here. I'm using 4.8.32-SL(GL64) Atlas_1_Bake.obj
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