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MadMan

Paint without Retopo and UV

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Yes as .ply file format.

You can see textures on other app as vertexpaint map.

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Sculpt Room 

File > Export > Selected object

Select *.ply file format

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Vertex painting refers to interactive editing tools for modifying vertex attributes directly on a 3D polygon mesh, using painting tools similar to any digital painting application but working in a 3D viewport on a perspective view of a rotated model. It is similar to a 3D paint tool but operates specifically to vertex data rather than texture maps.

If you need textures exported as any map, need to perform retopo and bake the vertex paint information to pixels.

 

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Are you using latest version ?

This video is a brief overview of the Integration of the "Instant Meshes" Auto-Retopo engine into 3D Coat, as an option to using 3D Coat's default Auto-Retopo engine.

 

 

 

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Can you share the model to take a look ? (PM)

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Hi 

I was testing your model. Cant find any issue using 3DC for retopo and bake.

But you need to close all the model holes at sculpt room to get better result. And avoid overlapped geometry, as meshes inside meshes.

 

 

Auto.jpg

IM.jpg

h1.jpg

h3.jpg

H2.jpg

Paint.jpg

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Please tell me all the steps you made... What are the settings for retopo ? you use autopo ? also what is instant meshes ? and what version of 3DC you have ? cause I am lost. I want to learn those steps. Thank you !

Edited by MadMan

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I am using latest version 4.8.28A

I am not using autopo but Instant Meshes implementation, is very easy to use.

Check this post before

 

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Oh ok... looks like in the version I have there is no Instant Meshes implementation. Thank you !

Edited by MadMan
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 I have sent you my version of the project -by wetransfer- to the address you used to register to this forum. please check it

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I am first off a complete noob at this! With that said I am trying to add a wood grain texture to a simple model and export it as a textured 3D print (STL). Can anyone give me a run down of what to do. I have watch all the youtube videos and I know I am making this harder than it should be. I basically am not sure if I am importing this the right way. If I add the texture in the paint room (easy enough) and mover to sculpt it seems to be gone.

All I want to do is add wood grain to this file. Maybe someone could point me in the right direction or a video showing the process. 

 

 

Wall Base.stl

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Hi 

I found these post related to your question, please check them out.

Basically you import the model in 3dCoat for paint in Paint Room, use the autoUVs function, with fill tool fill the entire object and export the model as obj.

- If your printers support vertex color printing. In 3DC you can vertex color paint (polypaint) the sculpt room surface mode models. The vertex color will be exported in the file. several file formats support vertex color. I do not know the file format that your printers support.

I hope I've been useful.

 

Wall Base with UVs.stl

WallBase-Textures.zip

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Hey 3d Coat! 

I had been working on a high poly sculpt of a temple for quite some weeks now. I have run into a wall and can not find a way through it.

The model was Sculpted at very high poly, then decimated by 70 percent through Autotopo. It was not UVed and was taken into the paint room where I spent quite some time painting it. To render the model, I tried the Applink but failed to get the texture inside Blender. I have tried all the videos on YouTube describing the process but have failed to get the Paint inside Blender. The model itself however, appears to have been imported perfectly. The texture maps, like the diffuse, roughness etc, in the folder for the Applink also appear
as tiny 1kb PNG files.

Please guide me to a workflow as to how I might get this model to render in Blender. Is there a way to render it out without UV unwrapping? Also what method tends to generate the best quality for this type of workflow, involving a lot of survace carvings and tiny details? Is unwrapping the way to go? I already lost a lot of detail in the decimation process.

I am attaching a link to the 3D coat file too. I would highly appreciate if you can walk me through the process as I have been stuck for a few weeks now and had considered 
writing to you as the last resort.

Thank you so much. Cheers! :)

Cheers :D
 Link to the file: 
https://drive.google.com/file/d/1UFlQIPU0414HAeaIWj86UfcCGpTztt8m/view?usp=sharing

2020-11-18 03_01_56-NVIDIA GeForce Overlay.jpg

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Hi

Is there a way to render it out without UV unwrapping ?

Yes using SurfacePaint (polypaint) of vertex

How many polys you can view/render depends on your system.
also bump/displacement doesn't work.

https://medium.com/benlearnsblender/using-vertex-colors-in-blender-2-8-8396352b29c4

 

what method tends to generate the best quality for this type of workflow ?

No way without UV unwrapping and normal/displacement maps

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Hey Sherry,

I had a bit of spare time,so I had a play with your Temple of Doom.

Im not quite sure what you ultimate goal is..

When you say you decimated it with Autopo,what do you mean by that? Pehaps you should have used the Decimate tool.

Any way I exported the scene from the Sculpt Room using FBX..... NOT from the Paint Room. It took about 10 mins to open in Blender , but was just about managable at 16 mill polys . With my system ( 16gb ram 4gb GPU) I try and keep to 20 mill or under. 

BUT with this method you dont get any maps, just the vertex colours.

I do most thing this way, mainly because I dont want to mess around with maps, uving etc. Its swings and roundabouts. Its just an easy workflow for what I want to do.

Your temple looks like an incredibly difficult to retopo and uv object to me. Mainly because of all those little nooks and crannys.

Untitled-1.jpg

  • Like 1

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Hey! Thank you so much man! This method worked perfectly! You are a genius lmao. I also really loved your work on artstation.
Let me show you what I came up with, had to go a different route. It is still a WIP though. 960099241_rocksetup2coloured_94.thumb.png.a8d981125a1a85ad8a2746504bd6004b.png
I also have another little question about Applink. I sculpted a desk in 3dcoat/blender, then sent it to 3d coat for painting. When I brought it back in blender, I failed to see the texture on the model, however all the UV's were appearing in the editor. This however worked on the gun model (sculpted in 3dcoat, some changes in blender then back to 3d coat to paint and then brought in blender.) I used fbx formats. 
Here's a link to the blend file: https://drive.google.com/file/d/11QKtjRTN-r2zBM99MPgy2g6o_bHLq2xR/view?usp=sharing
Would highly appreciate your help. You really helped me out with the Temple of Doom :D 
 

question.jpg

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Hi Sherry,

Glad you got somewhere with the temple. 

I have no ideas about the applink as I have never used it. I dont think it works for the vertex painted stuff I do so I have no need to use it. Maybe ask at the applink thread, it seems to be full of stuff at the moment .

That little group of nodes you have looks a bit complicated to me, maybe you have got a connection in the wrong place.

Edited by stusutcliffe

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@Sherry

Hi! So you take mesh that has no uv into 3d-coat. And in 3d-coat you generate uvs. if so make sure you have checked "Export geometry" when you are in 3d-coat export window.

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