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Normal/Shading and Curvature map problem


zayca
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Hello,

Please help me guys. I am trying to texture any hardsurface model in 3DC which I import from Blender. I spent like 3 months and I failed. No idea what is going on. I am really frustrated after this time. 

I want to import a hardsurface mode (cut with booleans, it does not have quad topology). Before export I apply Bevels in Blender and Weighted Normals. So the test model looks perfect in Blender. No shading issues. Shading is perfect and clean there. Flats are flat. Problems start in 3DC. 

When I import the model (i use a test model only now) with "lock normals" either shading is bad or curvature map looks absolutely destroyed with .fbx  (kinda triangulated and calculated badly on flat surfaces). Curvature map with obj looks much better. But 3DC recognizes flat surface as concave etc. 

The shading 3DC Shading is "wavy" on flat surfaced or cut in half in some places. 

 

What I am doing wrong?  It should be simple stuff. Why fbx results are different from obj? Many questions

I tried everything I know and fail. I would really appreciate any help. 

cube 3dC.png

cube blender.png

3dc curmap.png

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Hello, 

Of course.  I attached a simple test model. Thank You for answer. I really hope I will finally have fun texturing in 3DC but at this point I think it is impossible with hardsurface models without quads. 

At this moment I think this is some kind of 3DCoat  bug with hardsurface models. I tried for weeks with fail after fail. It seems for me that 3DCoat just not transfer normal info from Blender (weighted normal etc or ). It is also strange that curvature calculation is much better with .obj then fbx without huge mess. 

As I was really frustrated someone on other forum has checked my test model yesterday and he told me that it is fine. He suggested to check it in other texturing software. I checked it today in QuixelMixer and shading there is fine without any problems (i don't know at this moment how to check curvature map there). I will check Substance when I get subscription for a month. I would be so happy if I could make it in 3DC without problems, as I own it :)

simple test cube.blend

Edited by zayca
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I am sorry, I sent You the wrong file. In the file which I  have sent (all edges around bevel were mark as sharp ) and this is only one option that somehow worked. I test tons of them :) Please check the file attached (same model with weighted normals). Shading works perfect in Blender, also in QuixelMixer (I need to check Substance). Please check how shading looks in 3DC (shown in attachment, no idea why video is stuttering this way but shading errors are obviously visible) and how curvature map looks (please check it in 3DC). Thank You in advance. 

simple test cube2.blend

Edited by zayca
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Sadly yes, the current version is not able to work with models made with booleans and bevels in Blender.

The development team is working on the new version that in theory would solve these problems

 

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Thank You for the clear answer and good news. I spent really a lot of time trying to cope with it without result asking here and there. I wish I knew this before but at least I have some additional knowledge. 
That is a good and crucial information for me.  I know that this is not in line with 3DC pipeline but it would be great to have this option in the future as I like texturing here. I hope it happens before my subscription ends.  Sadly I have to switch to other texturing program where such models “work”. I’ll be back :)

Edited by zayca
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Calculating curvature map for weighted normals models are often bad in most texturing software i have tried.

 I'm glad you bring the subject to the table because it's a great alternative to the high poly baking workflow.

It's an important feature for me too. It's a good news that the team is working on it :)

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