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    • I ended up finding a way of sidestepping the issue: Exporting the albedo map as a TGA Going back into blender and nudging the affected UV Reimporting the model to a new 3DC scene Reimporting the texture map TGA. it then allows me to paint over the affected location. But you are right that UVing the mesh by hand produces a better result so I will have to change my projections to include that time. Can't use Smart UV Project. I do wish you could just paint straight on the 2D view, even outside the islands, but this will help get my pipeline back on track I think. Thanks for helping me look into the issue, I appreciate the work!
    • I cant replicate, sorry Try this settings on Preferences Hope this help
    • I've taken a new model, hand UV'd it, and you can see a similar issue appearing here. The bleed actually extends past the edge of the model, leaving 1 dead pixel in between. You can see how all the other islands on this particular model are reasonably sized. (This is a 1024px texture) DragonRig2_reuv3.fbx
    • As I said, the model dont have a good UVlayout on tiny places to paint over. There is no chance to paint on this little uv islands at that lower resolution The model don't need seams on every edge   Try to bake again adding less seams to the overall model to get bigger UV islands.
    • As a follow up, just tried starting at 4K, filling, then downscaling to 1024px and the bugged pixel returned. I'll add as well I don't have enough performance on my PC to handle painting at 4K.  
    • So there is no way to increase 3DCoat's consideration of an acceptable texel size? To say "no, please paint this anyways even if it is too small by default". Because I am somewhat limited in my texel size since I have polygons with small faces, but am working with texture sizes at or below 1K - and I don't want them to skew. At some point a triangle has to come to a point, and thus will have to be less than 1 pixel on the UV, or a sheer edge as well. Also painting in 4K and downscaling to 1K on export isn't really an option, since for some meshes I rely on knowing the output scale first such that I can paint specific things as whole pixels. Small details for example, which get destroyed when downscaling or upscaling them - and in prior experiments it has also caused issues with seams, where the textures will peel back from seams and then refuse to paint as well. Outside that, note in the screenshot of the other model, how it was dropping pixels in the middle of a face.
    • Texel density is very small, so the model dont have a good UVlayout on tiny places to paint over.   512X512 The solution will be to paint on mayor resolution and then export at lower using the command Textures > Texture Resolution   4096X4096 You can also try to bake again adding less seams to the overall model to get bigger UV islands.
    • Update: I have received an FBX model from a friend that did not come from my Blender, imported into a fresh installation of 3Dcoat textura (2024.14 to be exact), with all default program and import settings and this is the result - several 'dead pixels' I cannot paint no matter what tool I use (fill, brush, pencil, on 3D, on 2D).   Some possibly relevant information for problem solving: Running Windows 11 64bit 3DCoat Textura 2024.14 freshly installed (last version in my license window), all default settings. Device is a Razer Blade 15 (2022) just using mouse and keyboard, no tablet involved. DCC is Blender 4.2.1 LTS (though as shown exports from other users have the same bugs).
    • Any update on what is going wrong with this? Could it have to do with Blender exporting as FBX. Since the stock objects in 3Dcoat don't have this issue, and apparently neither does anyone else on the internet. These are my typical Blender export settings for meshes (based on settings for import into Unreal Engine). Though I've tried just default blender exports, and blender OBJ exports as well. I've even tried fully resetting settings for 3DCoat. I have no more solutions. I'm even getting glitches in paintable pixels on an unwrapped cube. In the middle of a face... for some reason (attached). I'm completely blocked - I can't proceed with any 3D art for my project until I can secure this problem since I don't want to spend 20 hours modeling, rigging, UVing and painting a model only to find some random edges on it I can't paint without dragging the exported texture into another app to fix.
    • Hi thanks for the reply. If I can I'll make a video of the flickering, however it's a very light thing
    • Please share your current 3DC>U5 workflow to test it. * I only found this plugin to import voxel colors https://docs.voxelplugin.com/v/1.2-legacy/core-systems/voxelworld/import-content
    • Hey Carlosan, thx for your time. So is there an option to export the voxel colors instead of the densities ?
    • Hi. Thank you. It helped. I haven't used "TestStroke" - I use the tablet in other programs (Photoshop, Blender), and it works perfectly there. So, for the starter, I checked "Edit > Preferences > Brushing > Tablet Interface" and switched to "WindowsInk" there—it did it. Thank you.
    • Hi  raw format is very simple, just values in 3D-grid that are set as bytes, words or float ___________________________________________________________ byte 0..255, 128 means surface word 0..65535, 32768 means surface float 0..1, 0.5 - surface rawvox format int Magic ‘RVOX’ int SizeX int SizeY int SizeZ int bits_per_voxel - 8,16,32, 32 means float values …raw voxel data… ___________________________________________________________
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