Member Kursonis Posted April 2, 2017 Member Report Share Posted April 2, 2017 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! Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 3, 2017 Report Share Posted April 3, 2017 Hi ! Those are the 5 files I need to convert my .obj file into .png You need to export the textures as .png file format Textures > Export > Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 3, 2017 Report Share Posted April 3, 2017 Hope this help https://www.youtube.com/watch?v=2aRbQSILGpc Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted April 3, 2017 Reputable Contributor Report Share Posted April 3, 2017 (edited) Any new software will be somewhat confusing when first learning it. The export panel is more powerful today at the request of many many users. You can make it simpler by doing the below. Deselect "Use export constructor" in the export panel. Also it appears that you are using a Non-PBR workflow. I looked at the game and a 2 month old Rust forum post asking if the developers were going to a PBR workflow. So my question would be it is a Non-PBR game. I think you might be able to use the Gloss/Color specular method if your game supports it. I tend to use the Non-PBR 4.1.17 version of 3DC if I need any non pbr work. It can be installed without overwriting the PBR version. Of course there are no smart materials in that version. Edited April 3, 2017 by digman Quote Link to comment Share on other sites More sharing options...
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