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    • webmaster
      Live Booleans in 3DCoat#3DCoat #LiveBooleans #3DModeling #HardSurfaceModeling #3DSculptingView the full article
    • Carlosan
      The Normal Map coordinates are Global Space not Tangent Space   Try this settings   Tangent space is a local coordinate system attached to each vertex or point on a 3D surface (using the surface normal, tangent, and bitangent), allowing models to move, rotate, and deform. Global (or world) space is a fixed, universal coordinate system for the entire scene Core Differences Reference Frame: Tangent space moves and rotates dynamically with each polygon or vertex on an object. Global space stays completely fixed regardless of where individual models move or turn. Flexibility & Animation: Tangent space supports skeletal animation, mesh deformation, and moving objects. Global space breaks or distorts when objects rotate or animate. Reusability: Tangent-space details (such as normal maps) can be reused across different meshes or instances. Global-space details are tied strictly to specific world coordinates or static geometry. Memory & Storage: Tangent-space maps compress efficiently because the third vector can be mathematically reconstructed in the shader. Global-space maps require more memory and full storage of all three vector channels.                                          
    • Carlosan
      Can you share the model to take a look ?
    • Julian
      Hi Carlosan, thank you for your response. I have replicated your node setup, but unfortunately it did not change much. Also changing from DirectX to OpenGL only changes the brightness of fragments a little bit.  Are there also other ways to make the normal maps work? Maybe I missed an export option in 3D Coat. Attached is a screenshot of the Blender scene and a comparison of the exported diffuse and the normal map, in case this is of any help. Thank you for your time!
    • Gorbatovsky
      CADQuader — Join the Testing Dear friends, We’re starting testing of our new application, CADQuader, and invite you to take part. CADQuader generates polygon meshes, primarily made up of quads, from parts imported in STEP format. It offers several meshing algorithms and lets you export the results in OBJ format. Download the application at cad2quads.xyz. After installation, CADQuader runs with full functionality for two months without a license. We welcome your feedback, bug reports, and suggestions for improvement, especially regarding the quality of the generated meshes. When reporting a problem, please include the application version and the meshing settings you used. If possible, attach a screenshot and the model file to help us reproduce and fix the issue. Thank you for helping us test CADQuader!    
    • Carlosan
      Hi It's expected that a normal map be non-color. Try changing it   Another situation is to set NM as DX or openGL You can switch using this node's connection
    • Julian
      Hello, I'm having a persistent issue with normal maps when exporting FBX models from 3DCoat. My export workflow is automated: Decimate → Auto-UV Map → Export (converting voxels to mesh). As shown in the attached screenshot, both arch models are identical and have no textures applied. The only difference is that the model on the right has the exported normal map enabled. This causes strange artifacts and unwanted fragments to appear in Blender. All other exported textures work perfectly fine. When comparing UV coordinates, the diffuse map and normal map look the same. The problem only occurs with normal maps, and I've been struggling with it for years across every model I export. Does anyone know what causes this issue and how to fix it? Is it a problem with 3DCoat's normal map export settings or with how Blender interprets the normal map? Any help or suggestions would be greatly appreciated! Here is a download link to the exported FBX Model with all the textures: https://www.filemail.com/d/psjowoyjpcnqddy (link stays active for 7 days)  I am using Blender 5.2 and 3DCoat 2026.25NS.
    • SreckoM
      Heads up, Linux flatpak build was updated to .25, right click on Node Editor works now.
    • Carlosan
    • webmaster
      3DCoat Sculpt Sessions Pt 49View the full article
    • Carlosan
    • webmaster
      3DCoat Sculpt Sessions Pt 48View the full article
    • Carlosan
      https://gamefromscratch.com/october-free-gamedev-assets-round-up-2/ It’s time for the next Epic Games bi-monthly asset giveaway on the Fab marketplace, with 3 free assets from October 20th to November 3rd. Once “purchased” the assets are yours free to keep forever. This giveaway contains 3 Unreal Engine assets (and 1 Unity asset), of course you can also expert many assets to work in other game engines, we showcase one such asset exported to the Godot game engine, https://youtu.be/VB7IS2Bwe8Q
    • Carlosan
    • EDZ
      I want to clarify that the files were originally made in the latest non-legacy version, not a previous version. I made the files and saved them, then a bit later I reopened the files and saw that they are messed up.
    • webmaster
      Node-Based Texturing in 3DCoat#3DCoat #NodeBasedTexturing #ProceduralTexturing #3DTexturingView the full article
    • Carlosan
      Use Legacy version to keep the same workflow used on previous version
    • Carlosan
      https://youtu.be/H9CiaGGq59s
    • EDZ
      Hello,   This is an urgent issue.  I am using the latest version of 3DCoat Textura  (26.25). I only paint using Opacity. Depth and Glossiness is turned off. I worked on two files today and exported the textures when I was done. When I go to reopen the files, they are changed with the strokes having depth and glossiness on my object. In one file, the Depth was turned on by itself. In another file, only the opacity was turned on as I always have it.  I am attaching an example of one of them. On the left side, is how the file was when I was done and exported the texture. On the right side is how the file looked when I reopened the project.
    • Carlosan
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