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[Solved] Two quick questions - Surface Material Import & Opacity problems


Rezca
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I looked around and didn't find any real definite answers for the specific issues I'm having.

 

First.  So, I like painting new textures for my models in 3DCoat, but sometimes when I export out the objects (Generally, in OBJ)  they'll import with just  <Default> as the Surface Material,  instead of say  <Mouth>, <Teeth>,  <Body>,  <Eye>,  etc.  Sometimes that can be problematic for painting certain parts of figures. 

I'm using Cinema 4D R23 / R24 as my main application I work in, so how would I go about exporting figures properly so that surface regions will show up in 3DCoat as well?

 

Second.  While painting in 3DCoat (With a Wacom Intuos 4, yes its very old but its all I have)  randomly I'll notice that the Opacity value will drop from 100% down from 100 to 95, or 87, or whatever.  I checked the shortcuts and options, and I'm most certainly not pressing any of the opacity-related keys while painting. It just all of a sudden starts falling down.  Is there something else I'm missing here that's making this happen?

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2 hours ago, Carlosan said:

Hello

Are you using latest version ?

Please chech this thread, contains info related. Hope it help.

 

2021.39,  my bad for not checking about updates first haha...  I'll give that a go and see how it works out!

 

As for the thread, that was the last thing I was reading before coming to make that post.  My figures are already UV'ed and whatnot, they're even rigged.  So going through a retopology process I don't think is what I should be doing?  Each has some polygon selection tags with their own materials assigned to them but when importing into 3DCoat all that's lost and it just has a universal 'Default' material set, so no groups to view since its just the one solid material applied to everything.

The part about UV-Sets though,  from what I saw from one response is that its like the equivalent to polygon selections in Maya or etc which I do have set up but I guess it's not what I'm looking for?  If it's something I need to work out on the Cinema 4D side then I might have to do research elsewhere on that before bringing things into 3DCoat later on.

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1 hour ago, Carlosan said:

At import Panel, try turning on Treat materials...

image.png

I think it's a Cinema 4D thing then,  since it's the UV Set part that's not coming in.  One model I have uses a single texture for the entire model and probably only has one UV Set,  and the OBJ export loses the Polygon Selection information so 3DCoat doesn't know I have parts sectioned off (Eyes, teeth, tongue, claws, etc).  But another uses multiple maps and comes in with several UV Sets instead of just one.

So after going over the stuff you linked and thinking on it some, I don't think the second problem of mine can be solved in 3DCoat since its the model itself that isn't supplying that information. I'll see if the Opacity changing is still an issue in the latest update of 3DC.  Thanks for the help :)

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6 hours ago, Carlosan said:

Is this video helpful for your current workflow ?

 

I'm afraid not, since I'm not doing any UV work - just painting.   The figures already have UVs set up and have textures, normals, and all that ready to go. I'm just painting new textures for them and messing with the UV's would render the original PBR textures unusable on the figure.

 

Attached are some screenshots of what the second figure looks like in Cinema 4D, and what I get when I load its OBJ into 3DCoat.  The other figure though, everything's packed into a single texture so there's only one UV set - the teeth, the eyes, the skin, all of it is on the same tile.  It's trying to change that so I can isolate and freeze parts or give them their separate materials that I don't know how to do

 

Screenshot 2022-01-21 131622.jpg

Screenshot 2022-01-21 131605.jpg

Screenshot 2022-01-21 130725.jpg

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  • 2 weeks later...

On import panel try deactivating Treat materials as separate textures

As the hint said: In this mode each material of the object will be treated as separate UV set (separate texture) regardless on initial UV-sets.

Treat.jpg

note:
UVlayout (UVset) names are listed as Surface Materials

Retopo room's Polygroups are Paint Objects

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44 minutes ago, Carlosan said:

On import panel try deactivating Treat materials as separate textures

As the hint said: In this mode each material of the object will be treated as separate UV set (separate texture) regardless on initial UV-sets.

Treat.jpg

note:
UVlayout (UVset) names are listed as Surface Materials

Retopo room's Polygroups are Paint Objects

That doesn't change anything sadly, since as I mentioned before it imports with only one material and one surface set. I'll take some screenshots when I get back to my computer,  but I'll try explaining it again in the meantime:

 

I have two models I'm using as an example. Figure 1  uses one single texture and only one UV for its entire surface.  In Cinema 4D I have Selection Tags for the Eyes, Teeth, Mouth, Claws, and Skin and a separate material applied to each.  Figure 2  has a unique texture map and UV's for several surfaces (Teeth both Upper and Lower, Claws, Eyes, Mouth, and Body)

Importing Figure 2 into 3DCoat I get the images shown in the previous message of mine. I can freeze or hide surface materials to make painting selectively easier (Freezing the Teeth so I paint only the Mouth, for instance).  Importing Figure 1  all I get is one "Default Material" channel covering the whole object.

 

 

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Figure 1:  all objects share the same material... 

Windows > Panels > Surface Materials & Paint Objects.

What is listed on both Panels ?
I dont know if C4D tags can be imported in 3DC, have you tried exporting it in another format like fbx ?

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8 hours ago, Carlosan said:

Figure 1:  all objects share the same material... 

Windows > Panels > Surface Materials & Paint Objects.

What is listed on both Panels ?
I dont know if C4D tags can be imported in 3DC, have you tried exporting it in another format like fbx ?

Just  'Default Material'  and  T-Rex Object.

 

It doesn't look like Cinema's selection tags can be imported into 3DC,  but exporting as FBX it does give the Surfaces for any materials I have assigned manually to parts of the object. A quick test produced this result,  though the geometry is off somehow. I'll need to look at the export options a bit:
 

Screenshot 2022-02-02 094901.jpg

Edited by Rezca
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1 hour ago, Carlosan said:

Looks as normal inverted (green channel)

I'm not at my work computer right now,  but that sounds about right.  Not sure how to handle that though, if it can be done pre-export or if 3DCoat has a way of reversing them itself?

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  • Carlosan changed the title to [Solved] Two quick questions - Surface Material Import & Opacity problems

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