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Found 53 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. Hi folks, I am using poliigon.com as a source for my textures. They have support for Blender, Maya, 3Ds etc, but no offical notes on 3D Coat usage. Their textures are generally a folder with 2x color maps, 1 greyscale displacement map, one normal map, a gloss map and a reflection map. See example below. My understanding is that 3D Coat smart materials do not use normal maps - correct me if I am wrong. My general usage has been: Either color in color slot, displacement in the depth position, gloss in metalness, and nothing in roughness (example has color 2 in roughness - probably does not make sense). I had a quick chat with one of their support guys who gave me the following comment: You can pretty reliably convert our maps over to the metalness format which 3d Coat wants, by simply taking our Gloss map, inverting it in Photoshop and plugging it into the roughness channel. Assuming it's not a metal material then just use a pure black color for the metalness input and it should be setup correctly. Now for normals you may need to flip the Y channel depending on what 3d coat is setup to read; opengl normals will stay the same as they are now, but directx normals will require the Y flipped. You can do this in Photoshop by selecting just the green channel of the normals and inverting it and saving. Hope that helps! Based on my understanding, I should not be using the normal map at all. I have also seen others on youtube that uses gloss in metalness, but based on his recommandation this is incorrect. He also has a comment regarding using opengl vs directx - since 3D Coat has two ways of running (gl - I assume opengl) vs dx (I assume direct x), does it actually make any difference in terms of smart material texture usage? And what is your recommended usage of the textures for the different slots? Should I use a different provider? Your help is much appreciated! Thanks, Terje
  3. From the album: Artworks

    For my collegues of Gaming Minds Studios I have created a 3D character prototype while the preproduction of their last hit Railway Empire. In the preproduction of Railway Empire we experimented with several types of Charakter styles. The Western Lady were sculpted in 3D-Coat., the textures and retopology were also done there. I transferred the model into Blender and set a very simple face rig, based on shape keys. The hair was created with Blenders hair system. The final is rendered with Blender Cycles. There was an arm rig too, but we rejected it. Even if the char went not into the final game, I like the Lady a lot and like to present it to you today. I have made some improvements in the hair style and used my CW Eye Material for her eyes. Drop me a line if you have any questions.
  4. McCabe

    UV Stacking

    Hi folks, I have a question with regard to UVs. I have read other threads on a similar subject but found now solution. - I am using only 3DC and I have a Scene I have done in the sculpt room. Its made of 3 separate Meshes. - I make a Low-res decimated version of the the scene and export that as an .obj. - Move over to Retopo room and import that Low red version via the 'import retopo mesh' - Once that is done I do all the seems on each mesh, unwrap each mesh. all on separate UVs (or at least I think it is. they are not overlaped in the 'UV preview' - Then Bake the normal to tranfer over the detail from my High Res to the Low Res Version. and here is where I have my issue - I move over to the paint room and even though on the Bake process it asked me about the three UVs I wanted to bake. in the paint room they are just stacked on top of each other...why? (Note, I looked in the UV room and they are stacked in there too and cant seem to find a way to separate them.) I am miffed :S Cheers.
  5. I do not know how to fix this , i have been at it for hours. I can provide the save for anyone interest in trying to fix or maybe someone can tell me. Every time i bake i get either a super weird normal map and very weird AO that has weird artifacts in it or is just white and black splotches. The normal map looks like it is covered in small bumps or the eye lids are screwed up with other parts doing the same. I am not sure what to do after 4 hours of trying to get it to work. Even if i just try to AO the sculpt and not the retopo with sculpt it does it. here are some pictures. I just want to paint it , export it all to blender and add hair there ( i think it would be easiest to do with some of the tools in blender for hair ). this is only my 3rd sculpt in here. 3d coat is the first program i have sculpted in and it is a awesome program so far. this is also my first time retopoing so im sure some of it is messed up to. those are just 3 times of issues i had even other ones where inside breast had very dark spots on AO and i do not know how to fix, i smoothed to hoping that would fix.
  6. Artem Ba

    8 Classic Lamps, 2

    From the album: 8 Classic Lamps

    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. Freelance concept artist Miloš Belanec shared a free high-resolution texture pack. The artist has been dealing with a problem of low-quality texture packs, so he decided to make his own set. The artist is planning to share more textures in the future, so stay tuned! Download Textures in Full Resolution Get the Pack on Gumroad
  8. Hi, I'm looking for a way to create a color map texture in 3d coat for the game character I'm making. The color map texture consists of only 3 colors (red, green, blue) and can't have aliasing. The game shader will use this color map to alter color of players character as desired. What is the correct way to approach this using 3d coat? Also, I'm looking to create masks for dust, rust, burnt, blood, ice/snow. From what I understand so far, each of these would need to be complete texture set exports. Thanks
  9. 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.
  10. Hi! I´m trying to achieve the following process: 1. I have a character build out of several mesh-parts. Some of the extras intersect the main mesh. Each Mesh has a good topology+UV and is well textured with diffuse, normal maps etc. 2. Now I need this multi mesh character fused into a single mesh with no "inner parts" just one single closed shell mesh. 3. While fusing I want to keep as much of the old topology as possible, as it is a well made topology. Perfect would be if only the new connection meshes that are necessary to build the new shell mesh are fused into the existing ones. 4. I want to bake the different UVs into one and keep all textures incl. normal maps etc. in there original place fitting to the new fused shell mesh. Now my questions: 1. Is this process achievable in 3dcoat (or another tool)? If yes then are there any tutorials on that or what are the main steps/functions to use? 2. If not all of the wishlist is possible, which of the steps are possible? And for the non achievable parts: Are there workarounds? Thanks! Sascha
  11. 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.
  12. Hi, this is what I get when texture is exported: And this is how it looks inside 3D-coat texture editor: How do I get the same brightness / contrast as inside 3dcoat texture editor?
  13. 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.
  14. I thought it a bit time consuming that the smart materials didn't have an option that directly connects to the installed alpha, strips and stencil extensions in the "condition mask" or "edge scattering" and mask field as a quick selection perhaps be clicking a small arrow or next button to cycle through the possibilities rather than having to open and load a texture. A small icon showing the alpha, stencil or strips would help as you cycle through them. I also mentioned in this thread title, the possibility of selecting a common animation style. This could be plasma, pulsing/flashing, scrolling up, scrolling down, left/right etc and or combos of pulsing and scrolling and this could be assigned to a texture in the smart materials or perhaps just apply it to the whole smart material.. This is also related to my other post about animating material properties http://3dcoat.com/forum/index.php?/topic/21323-animated-materials-for-each-layer/#comment-147512
  15. 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.
  16. druh0o

    Textures Export Workflow

    So, I have a question about Export Textures workflow. (I'm pretty sure it's already was somewhere in past topics, but I didn't find) Exporting to Photoshop (Ctrl+P) I have a bunch of layers with my color work (grouped together in my first picture) and separate layers for an Ambient Occlusion (AO), normal map etc. And now I can save color map, AO map and normal map from Photoshop. So it's first option for export my textures. The second option is Export Objects & Textures panel in 3D-Coat. So I choose Unreal 4 export preset for example. And then I got several maps: _BaseColor, _ao, etc. But looking to _BaseColor map I can see that color information and AO kinda combined together. Is it correct behavior? Or may be I'm doing something wrong? And which is the right way to export color and AO maps? In particular for Unreal Engine 4. Because in UE 4 my material now has some kind of "double AO" when exporting from 3D-Coat. _BaseColor texture map exported from 3D-Coat: _ao texture map:
  17. dddstudio

    Curvature map

    Hey, I'm a new user with minimal lightwave/modo background. I'm basically just a hobbyist. I just started trying out 3D-Coat a few days ago. Most things feel really nice to me. I feel at home already. I have a quick question though: In the PAINT room I have tried calculating AO and curvature maps for models. Both worked fine. But while I was able to properly put the AO layer on top of a material in the layer stack, I could not do the same with the curvature map. I have set the blending to multiply (or similar), but it doesn't seem to have any effect? What am I doing wrong?
  18. Hi everyone, a new user is here! love 3D Coat! So I wanted to try new brushes and materials in download section, and they are like 15 GB! after I unzip them, and boy I don't have that space in my C drive, so I moved them to my external hard drive and created a shortcut and pasted it to my document where 3d coat textures and patterns are, but unfortunately 3D Coat is not reading it, it only reads when I paste the actual file, not the shortcut version, is there anyway to make this work? I learned this trick working with Zbrush, it would be nice if we can do this in 3D Coat as well! if not I can't use these awesome brushes I don't have enough space! The below image shows the shortcut version where didn't work and the actual file which works! tnx.
  19. 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 !
  20. I am currently learning 3D-Coat so I can create skins for a game called Rust. The game has a workshop that allows you to download the .obj file of every item available in game. I understand very well now how to add textures to my .obj file/or material once its in the 3D-Coat program. All I do is paint textures and colors on the object. However, when I am done I cannot seem to figure out how to export all my textures required for my Rust skin to work. The file must be converted into .png. There are 5 .png textures that must be submitted into the workshop to make your skin come to life as you created it. Diffuse Map, Normal Map, Specular/Gloss Map, Occlusion Map, and Emissive Map. Those are the 5 files I need to convert my .obj file into .png. I am stuck though because there is NOT A SINGLE VIDEO on how to export files properly for newbies. I also have used the Export objects and Textures tab and that is confusing as hell. Can someone please tell me how to get the proper .png files needed to fulfill the look and desire that is need for this 5 .png files? I WOULD LOVE YOU FOREVER!
  21. Using Demo to understand the 3DC engine! Just got the correct exports for Octane out of 3DC, use the Arnold export not the Octane Preset. As I import an object to paint on I tried a CHAIR. It has two surfaces...metal legs and fabric top. I see both in the Surface Materials TAB. But using the layers for doing the actual painting I don't see a way to reference them. So I paint as close to each surface as I can, treating it as all one LAYER. This can't be the best way.... What am I missing?
  22. tcoursey

    Export from Demo

    Downloaded the demo and am playing around. Tried the UV unwrapping and did a bit of painting. Looks good so far. Wanted to export so I could bring into Lightwave and Octane. But am not able to export from demo. So my question is, anyone useing Octane in Lightwave and do the textures that are generated from 3DC compatible? Can anyone send me a small model (box) and textures that has been painted with some metal like surfacing so I can bring that into Octane+LW to see if that workflow is good? Thanks!
  23. Hi! I want to get more smoother gradients when I draw texture - without sharp steps between two colors. I think that 16 bit/chnl texture provide more soft and smoother transition between two different colors. Can I use 16 bit/ch textures in 3D-Coat and where this option is?
  24. 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
  25. Radiago

    Emmissive isn't painting?

    Hey all! I've been really liking 3D Coat so far, but I'm running into an issue with a model of a hanging lamp I'm making. I'm trying to get an emission map for it in unity so that the frosted glass glows but I can't get the layer to work. I've made a new layer, set it to "Highlight Emissive" and when I bake it out for unity the emission texture is just solid black. Even if I use "Use as Emissive" I get the same results. Does it have to do with using another layer as a mask? Or it being in a layer group? Some help would be greatly appreciated, thanks!
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