Member Ashington Posted November 20, 2016 Member Share Posted November 20, 2016 As part of my ongoing saga to paint a rock: In the attached you can see the render from 3Dcoat on the left and the corresponding obj in Cinema 4D on the right. Some layers are missing. The reason I know this, apart from the difference in appearance is the fact that the moss only appeared when I exported the colour map separately and overwrote the old one. I did the same for the normals and they improved too. The Psionics, Alien-something, official and everything else tutorials on the subject show a straight export of the obj (File>Export) - and everything works fine. Even now that the moss is appearing, it still looks wrong - it should be bulbous for a start and there's obvious detail and colour/texture layers missing from the rock. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted November 20, 2016 Share Posted November 20, 2016 Maxon Cinema4D applink You could try this applink for your workflow. The textures looks flipped Y ? Quote Link to comment Share on other sites More sharing options...
Member Ashington Posted November 20, 2016 Author Member Share Posted November 20, 2016 54 minutes ago, Carlosan said: Maxon Cinema4D applink You could try this applink for your workflow. The textures looks flipped Y ? Well spotted. The moss definitely looks flipped on the Y axis. And thanks for the applink, I'll try it tomorrow. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted November 20, 2016 Share Posted November 20, 2016 There is a new release, if you like to try. Quote Link to comment Share on other sites More sharing options...
Member Ashington Posted November 21, 2016 Author Member Share Posted November 21, 2016 (edited) I can't really follow the video linked and the Applink simply doesn't work. I've posted a bug report on the official thread. I also tried adding a Transform effect layer in C4D for the Colour map and I just can't get it to flip on the Y no matter what I do. Edited November 21, 2016 by Ashington Quote Link to comment Share on other sites More sharing options...
Carlosan Posted November 21, 2016 Share Posted November 21, 2016 3D-Coat supports three different PBR workflows: Gloss/Color Specular Gloss/Metalness Roughness/Metalness If you are working PBR Metallic/Roughnes. Cinema Version: R17 -create a new material -open the material editorBase color, Normal, hight -feed the base color texture in the input in the color tab -do the same for bump and normal in their tabsThe tricky part -delete the legacy specular layer -create a new GGX layerSpecular: -feed the specular into the Layer Color texture inputGlossiness: -under the roughness bracket create a colorizer -feed the glossiness map into the input -invert the map by changing the gradient to white and blackGGX -change the GGX properties, highlighted yellow on the image. Tweak the roughness aswell Hope this will help you 1 Quote Link to comment Share on other sites More sharing options...
Member Ashington Posted November 21, 2016 Author Member Share Posted November 21, 2016 1 hour ago, Carlosan said: 3D-Coat supports three different PBR workflows: Gloss/Color Specular Gloss/Metalness Roughness/Metalness If you are working PBR Metallic/Roughnes. Cinema Version: R17 -create a new material -open the material editorBase color, Normal, hight -feed the base color texture in the input in the color tab -do the same for bump and normal in their tabsThe tricky part -delete the legacy specular layer -create a new GGX layerSpecular: -feed the specular into the Layer Color texture inputGlossiness: -under the roughness bracket create a colorizer -feed the glossiness map into the input -invert the map by changing the gradient to white and blackGGX -change the GGX properties, highlighted yellow on the image. Tweak the roughness aswell Hope this will help you I really appreciate this. Ultimately I want to import my 3DCoat works into Unreal Engine - is that a bit more straightforward? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted November 21, 2016 Share Posted November 21, 2016 For UNR use export constructor option at export 1 Quote Link to comment Share on other sites More sharing options...
Member Ashington Posted November 21, 2016 Author Member Share Posted November 21, 2016 13 minutes ago, Carlosan said: For UNR use export constructor option at export Excellent. I did a quick export earlier to UE, without the Constructor and the UV's worked perfectly (I did them prior to painting in 3DCoat, but will also try automap in 3DC at some point). Going to put Cinema 4D to one side for a bit since this is actually working. I did try every type of UV flipping and mirroring UV's but nothing worked in C4D. I know sweet FA about UV'ing so I'd rather avoid the sheer frustration and just go with what works for now. Thanks again. Quote Link to comment Share on other sites More sharing options...
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