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Paint Room bug hunt - report it here


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  • 1 month later...
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On 10/14/2024 at 10:47 PM, Carlosan said:

256 looks as too much, try lower this settings

What look strange for me is to see the same issue on both sides of the mesh.

Do you make the model with uDIms ?

yes 256 is a lot...but in my opinion this is not what creates problems because even if I lower it the bug is still there.

No I don't use the uDIms system, sometimes more textures with their own UVs from 0 to 1,
The last screen (the one with the staircase) only had a texture from 0 to 1

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  • 1 month later...
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Hi! 

I really love the tiled texture painting feature in 3dc. I decided to try and paint a tiled lava material when I ran into two issues that are holding me up: when I try and paint emissive (red-hot) lava, when I set the paint layer to "use as emissive" I can't visualize the emmisiveness in any shape or form, neither in the paint room, nor in the render room. By this I mean, it would be nice to see some sort of "glow" type of effect that at least hints at how emissive my lava layer is. This is quiate a big roadblock to painting convincing lava material (for example) The other thing that's really annoying is the seams of the generated curvature map. Can't there be an overshoot of some sorts to make the curvature map tile seamlessly? It's unfortunate that these hiccups exist, since the rest of the workflow is pure gold, and could be a nice competitor for a "handmade style" substance designer type of output. Please if you know of any solutions do help me out! Thank you.

image.thumb.png.a5cf3cecd57285da69ec2a7814a076df.pngimage.thumb.png.79982209ca0b14941413682727bc0522.png

Edited by yoohasz
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3DCoat can't handle with overlapped UV.  I tried different approach to make it work but nothing. In Substance Painter i've got what i need for second try. This is just a part of problem. This is the best result i've got after 2 days of work, the first shots were more worst.
image.thumb.png.0473a1a73433a1e47adc7f773ff18756.pngimage.thumb.png.3884cb9f894d57fc8c8d992cd9e071f2.png

image.png.4e04d46c86c6bf6672da69799513f9b5.pngimage.thumb.png.7b3aef20211baedc307080c79ba7b34d.png

image.thumb.png.e3a377bf6c46e35082f642241077169a.pngimage.png.a6b12606b9ace8a55eae5019f2739370.png

image.thumb.png.bbf632b3c99e5a9d44e87c1be0d130e5.pngimage.png.0bf7b449dc60c218f3927c101f03efda.png

I've decided to use Substance painter normal map, but 3DCoat just can not correctly render it.

image.png.73e7d5e38062edccfd7c45d9d36b0778.pngimage.thumb.png.f50f158ebfb03015deec8e297cff5faa.png

 

So i've got the situation where i can't use 3DCoat normal map because it's shit and i can't use Painter normal map, because 3DCoat can't render it correctly. It is second day, i really try to make different approach, change settings, change method but nothing. I am angry now, because in substance painter it took me around 15 minute and for second try to get a nice, clean  normal map. In 3DCoat i'm for two days trying to find a solution of my problem and i've got a shitty, buggy normal map. I have a couple ideas if they won't work i give up i won't paint in 3DCoat screw it.

Sometimes the more i work with 3DCoat the more i regret for buying this product. The sculpt room is the single room which designed and work great, it has bugs too but it's design is great, the others rooms are shit. Retopo - super buggy. Modeling - just unusable, buggy i hate polygroups. UV - is shit, it's just worse than Blender or Maya. Baking - can't do overlapped UV. Painting - i can't even select several layers with SHIFT key, this is a shame. I'm angry and disappointed now, i didn't realized how raw and unfinished your product is.

 

Edited by Grakino
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Ok, I managed it. I baked normal map and keep my overlapped UV. I had to do some tricks to make it work, so the show is go on, i need to make some adjustments bake others maps and then  i can paint.

But pay attention it's not solve a problem, 3DCoat can't bake overlapped UV, i had to do some tricks to make it work, it takes more times and nerves than in Painter.

image.thumb.png.2e5fd0efde85b163ff671466941f049e.pngimage.thumb.png.14cfa8c47a54d7a02a0512998a88f93f.png

image.thumb.png.4ad65f6d08ce1eeda38ecd069e1bae14.png

Edited by Grakino
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1 hour ago, Oleg Shapov said:

Can you describe your workflow to try to replicate this and convey it to the developer?

Well i can record video if you still interested?

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To handle overlapped UV when bake I move all of the stacked UVs but one to a new UVset 

image.png 

image.png

leave only one island of overlapped UVs in the UVset base.

or

create a new polygroup, move overlapped islands but one

image.png

and bake selected only

image.png

Hope this help

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28 minutes ago, Carlosan said:

To handle overlapped UV when bake I move all of the stacked UVs but one to a new UVset 

image.png 

image.png

leave only one island of overlapped UVs in the UVset base.

or

create a new polygroup, move overlapped islands but one

image.png

and bake selected only

image.png

Hope this help

 

Thank. That was actually what i did. I moved all overlapped UV to separate UV set and bake it. Unfortunately it took me couple days to come up this decision, because i believed 3DCoat can bake overlapped maps it's i just did something wrong. I was wasting time to search a solution in wrong direction.

Edited by Grakino
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8 minutes ago, Carlosan said:

this was a common solution for this issue on any app.

will be nice to know how spainter solve it with 2 click, so we can improve 3DC

I didn't have this issue in Painter, i have 10.1.2 steam version. I baked model without any extra steps. I have only one time scale high-poly issue because it need to be fbx not obj to keep right scale, one model - one uv set, with overlapped UV, that all. Some times Painter can have issues but i never fix it by changing UV set.

I remember i split model by half and bake it, then re-import normal version, it's works, but not for 3DCoat because it make sew in the middle. Painter don't do it. I tried to move overlapped to another UV tile it's work but not for 3DCoat, because it think 3DCoat has lack support of UV tiles. I tried to make sure the symmetry direction is in right position, the point is Painter calculate map from left to right, so if i have original model in left side, and symmetry on the right Painter baking great, almost no issues (to be hones when i found out this i almost never have overlapped issues).

My experience which i used for Painter didn't work for 3DCoat that was the problem, that's why it's taking so long for me. I first time change UV set to fix overlap issue, i never did this before for Painter.

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please share by pm the model parts with baking issues to take a look

//edit

Edit > Preferences > Brushing

image.png

Prevent double painting over stacked UV islands:

This option is important if you have stacked or mirrored UV islands. If the option is enabled, the point on the UV map may be painted only once per stroke.
It is helpful if stacked islands have no boundary with each other (for example, body – one island, arms and legs – other mirrored islands). If you enable symmetry and this option, arms and legs will not be painted twice.
But if mirrored islands have a common boundary between them, enabling this option will lead to artifacts near the common edges because the same pixel is present on both sides of the edge.

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On 12/21/2024 at 12:08 AM, Carlosan said:

please share by pm the model parts with baking issues to take a look

//edit

Edit > Preferences > Brushing

image.png

Prevent double painting over stacked UV islands:

This option is important if you have stacked or mirrored UV islands. If the option is enabled, the point on the UV map may be painted only once per stroke.
It is helpful if stacked islands have no boundary with each other (for example, body – one island, arms and legs – other mirrored islands). If you enable symmetry and this option, arms and legs will not be painted twice.
But if mirrored islands have a common boundary between them, enabling this option will lead to artifacts near the common edges because the same pixel is present on both sides of the edge.

It didn't help. I made video comparison . Here a part of my model.

https://mega.nz/folder/ELMjSIzC#YPYBSuUWvr9406OvL4M-rw

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Using this settings

image.png

brings this result

image.jpeg

The backside edges have an offset

image.png

To move the vertex will fix the issue.

image.png

Any spot found means bad shell (i/o) settings

image.jpeg

Use scan depth tools to vary scan depth by zones (as are explained on this doc)

image.png

Hope this help

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15 minutes ago, Carlosan said:

Using this settings

image.png

brings this result

image.jpeg

The backside edges have an offset

image.png

To move the vertex will fix the issue.

image.png

Any spot found means bad shell (i/o) settings

image.jpeg

Use scan depth tools to vary scan depth by zones (as are explained on this doc)

image.png

Hope this help

Thank for advice, i appreciate. But to be honest these issues are minor for me, i know if i spend a bit more time with scan depth tool and topology I can get a better baking result.
The major problem is 3DCoat can not bake model with overlapped UV. Substance Painter can do this. 3DCoat need extra UV set manipulation to do this. Also 3DCoat can't properly render Painter normal map.

If you show me a solution of these problem i will be very appreciate. If you don't have it, send my message to developers, and maybe after year-two the problem will be solved ;).

Edited by Grakino
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  • 4 weeks later...
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Hi everyone, on 3Dcoat Textura 2024.32 there is a bug with the "FILL" tool when you use it in the "texture editor" the final result of the material is different from that of the original material, while it is correct when you use it in the view 3d....

Among other things, it would be very useful and convenient to be able to use the "FILL" tool in the 3d view taking into account the UV cuts of the mesh.

Another bug....symmetry doesn't work with the "FILL" tool

Another bug that had been fixed in previous versions and which has now recurred is that of the size of the imported brushes which for some strange reason are larger than they should actually be... I'm talking about this:

 

Edited by giobianco63
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16 hours ago, giobianco63 said:

Hi everyone, on 3Dcoat Textura 2024.32 there is a bug with the "FILL" tool when you use it in the "texture editor" the final result of the material is different from that of the original material, while it is correct when you use it in the view 3d....

Hello! What material do you mean?

 

 

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