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    • Richard A.
      Sorry, life got in the way again.  So I deleted the blend layer, created a new layer.  Tried the Opacity at 100 and at 0, makes no difference.  The paint brush will not lay any color down.  Really annoying.  
    • mxhunterx
      You are using 1 solid color, so that is not the problem because they already are bleeding into each other. It is when you try to use 2 separate colors that it becomes a problem, it makes jaggy lines for the gum and teeth separation if you try to make sharp clean lines, it will not do it. I want to color into that space but it won't let me. I have already tested the export options and it only pushes the borders out, but it doesn't help the jagged look once its already inside the UV.   I have attached the FBX for the clothing item on top. I have separated the trim borders with UV seams and the trims are different colors than the main clothing piece. It has to be 2 different colors, is there anyway I can just paint over it because its happening more than once. When I try to use a fill on the UV texture, it leaves the jagged parts. Using a different color on the trim, and a different fill color on the main mesh.   In Substance painter I can paint directly on the UV border to fix this, but it won't allow me to do that here. If you look at the clothing item I posted above, it has happened again. using 3D Coat Textura 2025.17. ClothingItem_01.fbx
    • webmaster
      Morph Target & Morph Brush Equivalent in 3DCoatView the full article
    • tat2charmander
      Got it, I understand now. I’ll try some other tools in the Sculpt Room to see if I can achieve better results. Thanks for the explanation.
    • Carlosan
    • Carlosan
    • Carlosan
      I was testing your model, I can paint without the same issue (on v2026.1)   At export stage, I have set this padding values (Edit > Preferences)   This is the UVlayout provided   * project attached teeth.3b
    • Carlosan
      Hi It is how Absolute works, try buildup to get better result
    • tat2charmander
      Hello, I might need some help with Strips. I’m encountering some strange issues when using my Strips shapes with the Absolute tool in the Sculpt Room in 3DCoat. First issue: When I paint the first shape on the left, the part with the groove in the middle penetrates completely through the model. The groove seems to be far too deep for some reason, and it even comes out on the back side of the model. Second issue: When I use some shapes that have raised details, like the three shapes in the middle, the parts that should be the most protruding actually become flattened, as if something has cut off or clipped the highest parts. I tried adjusting the brush depth, but the problem remains the same. The same areas are still flattened regardless of the depth settings. Also, this problem does not happen with all Strips shapes—only some of them behave this way. Could someone please explain what might be causing this issue and how I can fix it? I’ve also noticed that the same issue appears in the Painting Room as well.
    • mxhunterx
      It happens again with clothing pieces that have isolated islands by the seams too. Here is another example, I have the edge seams separated from the clothes to make a perfectly clean trim with no overlap, but instead the colors just bleed on each other and creates jagged areas between them. Once again, 2048 texture on its own separate clothing material with plenty of pixel spacing and clean quad topology and islands are adequately sized.  I really need to know how to fix this so I can just paint over those areas because I can't re-edit every single texture in photoshop afterwords, that would be insane work.
    • mxhunterx
      Here is the teeth mesh fbx file. And attached is the wireframe in 3d coat. I've tried everything to paint on it, but the only solution I found was just bluring the edges which kind of works, or photoshop it after its a texture. The one I've attached I've removed the seams separating the teeth and gums to see if it helps and recombined them, but it still makes odd resolutions at the gumline so I have to blur. TeethMesh_01.fbx
    • Carlosan
    • mxhunterx
      Here is the included pictures of the leg I was airbrushing and the uv texture in editor. Its a little faint since I used light colors, but whenever I airbrush theres no way for me to wrap the airbrush around the model in 3d, and it will just cut off at the screen space. I'm trying to wrap it if possible since these areas are usually splotchy from me erasing it and re-brushing it again.
    • mxhunterx
      Hi, the texture resolution is 2048 for each material. Its the same resolution as I use for the entire model of the face where this teeth belongs. I notice this also happens on long isolated islands of UVs that are a single quad each. I tried to have a seam separated from the mesh and have it painted but it will also just leave jaggies like this and 3dcoat won't let me just paint over it. Is there anyway I can fix it in the program, since the only resolution I have found is to just repaint it in photoshop after exporting the texture, but I have to do it everytime I export and that is a huge hassle that seems unnecessary.
    • wendallhitherd
      random thing: I have been working on my 3dcoat/blender voxel-mesh to subdivision workflow using poly painting similar to zbrush's "poly group it" where you paint topology corners as black lines and then that turns into mesh patches, which then feed the remesher.    I feel close to having the freedom of being able to work with voxels but being able to wind up with usable sub-d results without full retopo. Hopefully if I get it working it can serve as an example for some 3dcoat workflow UX! still scaffolding the blender side and 3dcoat side scripting to make it not 200 steps raw voxels Painted corners using curvature masking / handpaint cleanup in surface mode using blender script I wrote to turn the edge vcols -> clean face group patches clean creased sub-d quad mesh You can get even better results than this with a bit of face group grooming. But yeah once it's sub-d I can actually use it as a source for reduction / adding additional subdivision detail modelling to.  it even seems pretty robust to imperfect / slightly round corners you get out of voxel sculpting! I will probably release the blender / 3dcoat scripts sometime soon. The important part is that you have to refine / manage the face groups, smooth their intersections and try to straighten-ify them as much as possible, or the quad remeshing algorithm gets confused. however blender's face sets has a lot of this functionality baked in, so what you can't do in 3dCoat, you can just do in blender. I think the painted face set boundaries result is the best of both worlds, you can do most of your sculpting / prep work in 3dcoat and then kick it into blender for meshing. Ideally, you could do more in 3dcoat and less in blender, but as long as quad meshes in sculpt mode / face sets are not supported its probably off the table for doing that part, but happy to be able to work in voxels without causing incredible pain to the cleanup pass in any case so it seems like a good workaround for now The marco plouffe method would be to take the sub-d mesh back into subdivision sculpting for even more micro details but I'll take what I can get just with the quadrifying for now
    • webmaster
      Magnify & Erase Sculpt Layer BrushesView the full article
    • Carlosan
    • Carlosan
      Let me check the scale correspondence you can use    To select the scale changes.
    • geo_n
      Paint room exports models exactly the same(scale, topology, orientation).  Somehow exporting from sculpt room doesn't give me the same results.  I did just find out we can skip decimation in sculpt room so topo doesn't change.
    • Carlosan
      Please share the model to take a look Yes, some are tiled and some are not, it is not possible to separate materials by tile categories.   It is better to select triangulate at export, ensuring consistent shading, preventing texture distortion, and guaranteeing the model renders identically across different software or game engines. It locks the geometry, avoiding unpredictable auto-triangulation because every game engine triangulate the mesh at import.  So if you created your painting in quads and the game engine triangulates, some vectors of the normals in the normal map might be distorted. But remember that the texture is projected onto the UV layout distribution. Using tiled textures makes no difference if the faces distribution in the UV unwrap is distorted.
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