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    • Modeling Tools: Surface RevolveView the full article
    • Thanks @Carlosan for taking the time to sharing it here, hope this will help more users getting into handpainted normals in 3DCoat as a way to further break the "3D feel" in our medium. Please note that you can also learn on this technique by watching artists who work(ed) on Wayfinder/overwatch, I started to dig this technique after seeing multiple posts from Romain Durand on Twitter/X (https://www.romaindurand.com), he's not alone but probably the one who shared the most hints on it. What's here should give you a solid starter pack to tackle these maps in 3DCoat
    • author site - Vexod14: An atlas painted on 3DCoat. Always fun to color things on this gem TextureAtlas.mp4 - Vexod14: Experimenting with handpainting normalmap in Coat. I wish I tested this earlier. It's so cool !! - 45cend: Hey there! Looks cool! Are you achieving this by color sampling the normal colours or there is something else? - Vexod14: I modeled that "as normalmap" (just lighting a viewport with appropriate directional lights)   Then I made a few models to get a picking normal image and used that in 3DCoat color picker to paint over the normalmap layer. the image itself (tga attached):  (here's a jpeg preview but rather use the TGA above as it's a non-compressed image, you'll have better pixel values) The goal is to have most common angles to handpaint maps or alter baked ones In 3DCoat just make sure : - NormalMap layer is editable (or that you're using normalmap blend mode on your current layer) - color pick tool doesn't pick from all layers, else you won't be able to pick the normal map values and it's very useful to edit local values instead of guess-picking them on the image - paint mode is not using opacity, only pressure. Seems odd but you'll find that when painting normals you often get great results with a bold stroke instead of hundreds little touches. But that's a personal taste, you can still get great results with opacity turned on   NormalMapPicker.tga
    • i use one default light which is the environment light , and then once baked i used that layer as an overlay
    • Hi! Did you then send the file to the developer for research? You still haven't received a response?  
    • Besides the environment light I have 1 additional light with a color in the Angle 45, I guess that's were the issue starts, I at least need 1 more on angle -45 How many lights do I need and in what angles to have colors that blend well? i've tested with multiple light from multiple angles, does not seem to ever get the back as light as the front
    • I was quite satisfied with how the color tones look in the render room, but when i bake it the tones doesn't look the same and the back is very dark on the baked one :/ Is there a way to back it the same way it looks in the render room? it must be how the sun is placed, i don't want really dark shadows thought i want the color tone to be quite even on the character would be nice if you could light up the whole mesh evenly so you wouldn't get those very dark spots  
    • Hello, I am not sure that anyone ever tested if the gltf export for second life actually worked correctly, but I am having a huge problem.  The glossiness/roughness is always incorrect. and there are sometimes weird artifacts. I am exporting exactly how the video guide that Carlosan posted a while back, shows you to. On the second Life Wiki, it states that the 3DC gltf export is not to industry standards. I have asked a number of times about this and had no response about the status of the industry standards of the gltf export function., I can only assume now since I am having all kinds of time consuming issues, that it is not to the industry standards, and that no one actually tested it in secondlife. Very frustrating, i have spent a lot of hours learning to use 3DC and  I like 3DC, but I will drop it if this can't be fixed. It am spending so much time bad wording around trying to fix the bad wording problems that it is almost pointless making content.   PLEAAAAAAAAAAAAAAAAAAAAAAASE CAN SOMEONE FIX THIS. Or tell me the exact settings on every thing in my program so that I don't have these issues ongoing.   Thank you.
    • Hi, Many of our community members were justifiably frustrated that Bridge was replaced by an alternative that did not meet their needs. We heard your feedback and decided to bring back the option to get Megascans content via Bridge and Quixel.com. This should allow you to build up your own library of Megascans in Bridge and on Quixel.com, so you can later on enjoy it via the Bridge workflows you know and love.  Starting today, legacy Megascans library acquisitions are again available through Bridge and Quixel.com until December 31, 2024. Anything that you claim until the end of the year you can use immediately and continue to use after January 1, 2025. You can now claim the legacy Megascans library for free under the Epic Content License and we will offer a one-click solution to claim all the assets at once next week. Check out this forum post to get all the details. All the best, The Quixel Team 
    • source... Use the promo code 3DCOAT30 to get a 30% discount on this training course by @antontenitsky https://tenitsky.gumroad.com/l/intro3dcoat
    • source... Capturing Reality The photogrammetry software RealityCapture 1.5 is now available for download from the Epic Games launcher. The new release accelerates texturing processes with various enhancements.  Capturing Reality refined the texturing algorithm to reduce disk access and better use the CPU, which results in up to 2 times speed boosts over RealityCapture 1.4. Moreover, there is a new option for defragmenting textures, making them more efficient for real-time engines. The company also added support for using the photoconsistency-based texturing style with 16-bit and 32-bit inputs, which can show better blending results than visibility/mosaicing-based texturing when working with translucent objects, face scanning, full-body scanning, and laser scan data. Finally, you can exclude masked areas from the texture projection process to eliminate unwanted elements from the final textured model. In addition, you can find a new option to remove marginal triangles when reconstructing region boundaries to get non-watertight meshes. "Non-watertight meshes offer smaller file sizes, freeing up storage space and reducing load times, optimizing them for real-time applications where solid models aren’t always necessary for high-performance visuals." Other improvements include support for relative paths, new CLI commands and export options, like USD and COLMAP. Find the full list of changes in RealityCapture 1.5 here
    • I previously mentioned that it didn’t work even after setting the correct path. I tried the steps you suggested once again, but it still does not work. I must say that your responses are disappointing, as they do not seem to reflect a thorough reading of my messages. Please ensure you read my messages thoroughly before responding. It is unhelpful to ask me to repeat steps I have already explained don’t work, so I kindly ask you to stop doing that. Please also keep in mind that I am a new user currently on a 30-day trial. I have felt uneasy and dissatisfied with the support I have received. Since the import issue remains unresolved, I have decided not to purchase the software. I will no longer ask questions here and will now close this topic on the forum.
    • Please set the correct path for the exchange and try again. I wrote to you about this earlier.
    • >Please try a more universal format. I don't know the exact format, but I have also failed to send models via Applink. Since there is very little information about 3DCoat in Japan, I asked here. The problem hasn't been resolved, but thank you for your help.
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