Member biotron Posted January 20, 2017 Member Share Posted January 20, 2017 Hi there. I've been working with Sony Interactive Entertainment R&D on subdivision surfaces for use in real-time games. I've been experimenting with different tools, trying to figure out an efficient workflow and would like to know if 3Dcoat uses Catmull/Clark based subdivision, and if it does, are there settings for the various methods of handling UV boundary smoothing, such as preserve edges and corners, preserve edges, etc? I've watched the displacement painting video and it seems like 3Dcoat holds a lot of promise for the work I'm doing, but my biggest issue has been trying to paint on an accurate representation of the final limit surface I would see in the engine. I like Substance Painter for it's procedural, non-destructive workflow, but they don't have the ability to subdivide the mesh and view the tessellation as you paint. At least not yet. Mudbox doesn't have PBR and the texture painting workflow seems a little behind the times. Any info would be appreciated. Quote Link to comment Share on other sites More sharing options...
Member biotron Posted January 21, 2017 Author Member Share Posted January 21, 2017 Does anyone know why I'd get these hard edge artifacts when importing a displacement map? And I'd like to use scalar displacements as opposed to vector. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted January 21, 2017 Share Posted January 21, 2017 Hi ! can you use the latest version ? There is several upgrade s in the I/O options. Ty Quote Link to comment Share on other sites More sharing options...
Member biotron Posted January 21, 2017 Author Member Share Posted January 21, 2017 I did, but still run into the same problem. Also, when I delete the layer containing the displacement map, the problem goes away but the displacement of the mesh is still present until I uncheck "show displaced mesh". Quote Link to comment Share on other sites More sharing options...
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