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    • Jiggywatt
      Sorry if this is something simple but struggling to find documentation. Followed this link's instructions but for some reason, any areas without UV's are gray. Curious if there's a proper way to make Layer 0 fully black upon export. https://3dcoat.com/documentation/manual/workspaces-rooms/paint/opacity-transparency/
    • Carlosan
    • Carlosan
    • mxhunterx
      I just opened the file you sent and it was still jaggy looking and bleeding involved. I even exported it out of 3d coat to blender to see if it actually changed, but the results were still poor. I didn't do anything else besides open the file. See below for screenshots inside 3dCoat and exported to Blender to view. 3D coat textura 2025.17 so the latest publically available one.
    • Carlosan
      sorry, i am attaching the projects   cloth.3b teeth.3b
    • mxhunterx
      Can you zoom in on the texture editior, I can't see it clearly because its really small and I tried magnifying it but its still too small. Thats what I originally did, if you look at the original picture I have the islands separated by the gum and the teeth and when I used fill it created the jagged lines. How did you fill the color on the Texture Map editor so that it fully enclosed the islands without jagged edges or bleeding, because I have been trying all day with 10 different isolated islands and meshes and it doesn't work like the one you pictured. It leaves bleeding and jagged eges at it. Did you not use the fill tool on the UV texture? Can you explain exactly how you painted it so there was no edge bleeding. I need to know how to do this, its very important but its not working like intended.   Look at the clothing item FBX above, I am trying to do the same thing with that but its not working. Separated islands, with different colors for clean edges but it just bleeds. Can you show me how to do that with the clothing item above, this is affecting all my isolated islands.
    • Carlosan
      The only way I found to keep same result was to separate the UV islands at seams edges. Look at the UV island on Texture Editor Panel, are more small the the original.   Anyway we need better padding option, similar to "UV Space Neighbor" on Substance Painter.  Feature request added. Thanks for point it up.  
    • mxhunterx
      Its not the mesh thats the problem, I just need to know how to wrap the airbrush around a model, it doesn't have to be this leg, it could be a normal sphere I just want to wrap brushes around an object like in Substance Painter with tri-planar brushing. This isn't a technical problem with the mesh, I am just asking how to airbrush around an object without a harsh line because theres no tutorial on it and the only solution I have found is erasing and repainting. Here is an example of what I mean, with the default 3d coat sphere with just the default airbrush in screen space..
    • 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. Theres no way to have perfectly clean edges where the borders of the seams meet. I sent you the edited UV version, so the teeth and gums aren't separated anymore because I couldn't fix it when they were.  here is a picture of what I am looking for after editing it in photoshop and blender. No bleeding, no blurring just perfectly clean edges where the two meet.ClothingItem_01.fbx 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. I'm trying to create perfectly clean edges on these islands is what I am hoping for, it could be any 2 islands attached to each other. 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. Is this just an issue with 3d coat not letting you paint the edges of isolated UV islands and around it? 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
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