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    • Oh, answer founded. Stencil should be in Modulate mode.
    • Its debenitely not the issue with brush. I try a few of them. The problem is that all lasso will for some reason push depth above the surface: Heres result of sphere in Surface mode. In both cases i use brush - Absolute. Draw brush will produce the same result.
    • Sculpt Layers only works on Surface mode. Stencil resolution, model polygon density, models scale, brush parameters, stencil projection type, tool depth... There is some variables to take present. Try using another tool, like Vox Buildup like example.
    • Yes, according to the rules of photogrammetry you can do that. I shot a small object by placing it on a book with a clear texture and simply rotating the book. And it worked.
    • I don't have the new version of 3DCoat yet, but am wondering if I can spin an object on a turntable to capture it for photogrammetry (rather than moving around a stationary object). If so, does anyone know of any examples? TIA
    • If i try to use regular brush + stencil - it works as expected. But if i try to use vertex/box/rect. lasso, for some reason it creates unwanted "-" depth: Im not even sure why its happen? Can i avoid such behaviour?  
    • Hi Oleg, Yes a while back I had sent a file but I understand that you are all busy. It's not really a file that is the issue, it is how the 3dc is exporting the gltf files and whether it is to the latest industry standard. https://www.khronos.org/news/press/khronos-gltf-2.0-released-as-an-iso-iec-international-standard Looking forward to some clarification on this. A lot of people could use your wonderful program but the message on the secondlife wiki is basically telling people not to because they will have problems. I was already using 3 DC before they changed to gltf and I am having problems. Many thanks for your attention
    • 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 
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