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Material/Stencil Control Panel - Scale the material/stencil + Fracture Workflow


Laticis
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Hi,

Is there a way to set or is there a recommended workflow regarding setting material scale?

Example. Lets say I create a smart concrete/rock material and I want to make sure that material is filled at the same scale across 10 different sized meshes.

As a secondary question, what's is the recommend workflow for importing a High Poly Non UV'd Mesh into 3D Coat for texturing with Fracture?

I'm really looking for a way to create high res textures to bake them down to Low Poly UV'd meshes.

Side note: During some past test, I found exporting textures from 3DCoat and then modifying in Photoshop then re-importing the diffuse map caused additiional compression and a loss in original quality.

Cheers Ady

Screenshot 2024-11-03 13.38.22.png

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4 minutes ago, Oleg Shapov said:

Hello! What data format are we talking about?

Hi Oleg,

Please forgive but I'm not quite sure I understand the question.

Ideally, I'd like to import an OBJ or FBX ( I generally work with OBJ files ) - either Tris or Quads ( Tri would be great because I could decimate the mesh )

That being said open to any suggestions.

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For this test, I imported the HD Mesh for Vertex Painting, moved to the Fracture Page and then applied a shader. ( no texturing for some reason everything was painting white )
Imported the Retopo Mesh and then baked it, then continued layer texturing in the Painting Room.

Oh, the Blue Render is a Displacement map I created in ZBrush.

LI CF 01 MAT - ! Default (No Displacement).png

LI CF 01 MAT - Add Displacement.png

Edited by Laticis
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2 minutes ago, Oleg Shapov said:

Or maybe load the mesh for pixel painting and then bake it in Sculpt-mesh?

image.png


That's also interesting.

That's the thing with 3DCoat so many ways and possible workflows to get things done.

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