Member firexstudio Posted September 28, 2017 Member Share Posted September 28, 2017 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? Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted September 28, 2017 Contributor Share Posted September 28, 2017 What export preset are you using? Each export preset gives different values / results. You should use the pbr default export ---> Pbr Metalness Quote Link to comment Share on other sites More sharing options...
Member firexstudio Posted September 28, 2017 Author Member Share Posted September 28, 2017 4 minutes ago, Michaelgdrs said: What export preset are you using? Each export preset gives different values / results. You should use the pbr default export ---> Pbr Metalness I am using Unity export. This happenes even when Im trying to edit all layers in external editor Quote Link to comment Share on other sites More sharing options...
Member firexstudio Posted September 28, 2017 Author Member Share Posted September 28, 2017 (edited) 10 minutes ago, Michaelgdrs said: What export preset are you using? Each export preset gives different values / results. You should use the pbr default export ---> Pbr Metalness I just did it, its still the same. And also it fills spaces with 50% visible gray color for some reason so I cant add other parts of the object Edit: I got rid of alpha channel, here is what it looks like now... Anyway to remove the gray? Edited September 28, 2017 by firexstudio Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted September 28, 2017 Contributor Share Posted September 28, 2017 You can add as many parts as your uv space allows , there is not a problem with the additional background base color (grey) If you are using the unity plug in , then , those are the correct values (exported) in order to use with Unity. Plus , for unity export it contains other values as well if you check the export preset. Glossiness or Roughness in metallic (reason you are getting different result) Albedo alpha etc Quote Link to comment Share on other sites More sharing options...
Member firexstudio Posted September 28, 2017 Author Member Share Posted September 28, 2017 3 minutes ago, Michaelgdrs said: You can add as many parts as your uv space allows , there is not a problem with the additional background base color (grey) If you are using the unity plug in , then , those are the correct values (exported) in order to use with Unity. Plus , for unity export it contains other values as well if you check the export preset. Glossiness or Roughness in metallic (reason you are getting different result) Albedo alpha etc Thing is I cant add any parts cuz if I do, thats what happens: Due to the fact that it has 50% opaque grey layer for some reason. Also is there any way I can get exact same look as in texture editor? Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted September 28, 2017 Contributor Share Posted September 28, 2017 Hmmmm , unfortunately cant replicate right now , but yeah this shouldn't be happening. I will try to replicate today at some point if nobody else answer on this and come up with a solution for you. Quote Link to comment Share on other sites More sharing options...
Member firexstudio Posted September 28, 2017 Author Member Share Posted September 28, 2017 3 minutes ago, Michaelgdrs said: Hmmmm , unfortunately cant replicate right now , but yeah this shouldn't be happening. I will try to replicate today at some point if nobody else answer on this and come up with a solution for you. Alright, thank you a lot! Quote Link to comment Share on other sites More sharing options...
Carlosan Posted September 28, 2017 Share Posted September 28, 2017 Hi Are you using latest version ? Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted September 28, 2017 Contributor Share Posted September 28, 2017 Just tried , no problem here , cant replicate even if i import a second model and retopo / bake it , using latest beta 4.8.03. Quote Link to comment Share on other sites More sharing options...
Member firexstudio Posted September 29, 2017 Author Member Share Posted September 29, 2017 On 9/28/2017 at 2:18 PM, Carlosan said: Hi Are you using latest version ? 19 hours ago, Michaelgdrs said: Just tried , no problem here , cant replicate even if i import a second model and retopo / bake it , using latest beta 4.8.03. Using 4.8 . Not baking the texture since im noob and have no idea what that does but exporting it. Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted September 29, 2017 Contributor Share Posted September 29, 2017 (edited) I mean to bake the sculpt details to the low poly . Maybe you just imported in the paint room for per pixel painting? Edited September 29, 2017 by Michaelgdrs Quote Link to comment Share on other sites More sharing options...
Member firexstudio Posted September 29, 2017 Author Member Share Posted September 29, 2017 4 hours ago, Michaelgdrs said: I mean to bake the sculpt details to the low poly . Maybe you just imported in the paint room for per pixel painting? Im doing Paint UV map Mesh. I feel so stupid. Spent like 170+ hours in it on Steam, and I still have no idea what I am doing. I was only making skins for video game items in 3d-coat and now when I need something else I cannot do things lol Quote Link to comment Share on other sites More sharing options...
Carlosan Posted September 30, 2017 Share Posted September 30, 2017 Try hidden any Curvature map or Ambient occlusion layer before export textures. Quote Link to comment Share on other sites More sharing options...
Member firexstudio Posted September 30, 2017 Author Member Share Posted September 30, 2017 5 hours ago, Carlosan said: Try hidden any Curvature map or Ambient occlusion layer before export textures. I dont even have one generated Quote Link to comment Share on other sites More sharing options...
Carlosan Posted September 30, 2017 Share Posted September 30, 2017 Can you share the mode ? its difficult to test without it Please try same procedure using any default 3dmodel -Shift + M- Quote Link to comment Share on other sites More sharing options...
Carlosan Posted October 1, 2017 Share Posted October 1, 2017 Hope this help. Quote Link to comment Share on other sites More sharing options...
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