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3DCoat Forums
  1. Development

    1. Announcements and new feature demos

      This area contains official announcements from the Pilgway team

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    2. New Releases, Bugs Reports & Development Discussion

      This is a section of the forum specifically for final and beta releases and discussing new developments. Also to report any new bug found.

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    3. 3.5k
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    4. Coding Scripts & Extensions

      SDK, scripts & addons development.
      If you want to create or share custom scripts & extensions for 3DCoat, you can find the information here to do so.

      602
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  2. General

    1. General 3DCoat

      Discussions related to 3DCoat, and also share ideas for improving the program.

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    2. CG & Hardware Discussion

      CG meeting area. General Discussion, News, films, games discussions, etc.

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  3. Tutorials, Tips and Tricks

    1. Beginners tutorials

      A Beginners tutorials for 3DCoat shared by the community.

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    2. Modeling

      Low Poly and High Poly modeling

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    3. Sculpting

      Tutorials related to sculpt process

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    4. 208
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    5. Materials and Textures

      Information about materials and texturing with 3DC

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    6. Painting

      Tuts related to paint process

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    7. Photogrammetry & Scan

      Information related to Photogrammetry & Scan

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    8. General 3D and CG

      Learn from a range of 3D and CG tutorials.

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  4. Artwork

    1. Finished Projects

      Use this forum to show off your art work, ask for feedback, offer criticisms or write about your techniques and processes.

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    2. 3k
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  • Posts

    • sheeplion
      Was trying to do simple things as starters. To big projects usually fail at certain points and redoing the whole thing that costs days to create is just a waste of time. Blender Created a cylinder 32 vertices with end and begin face, so it is closed. shade smooth, mark sharp at both edges Import for "per pixel painting" At import 3Dcoat >> enable option "Triangulate"   Tried creating an UV map in Blender and let 3DCoat create one by selecting "auto mapping" But both times I have 1 visible straight line when I try to apply any material in 3Dcoat. It is a smart material I am trying to create in 3Dcoat, just added color, metal, height, roughness.   I just cannot get that straight line to go away. What am I doing wrong?  
    • thinkinmonkey
      Hi Sheeplion, thank you for the suggestion and the link of the game, which I've just wishlisted.  
    • Carlosan
      .fbx import with will be visible using vertex colors node in Blender. It is under "Color Attributes"  Sticking vertex colors at the back of coordinate vectors is not specified by the .obj format, and Blender’s .obj import/export doesn’t support this   or after import .ply try this other settings
    • geo_n
      Blender doesn't read .ply correctly from 3dcoat. I tried fbx from 3dc and still blender doesn't read the vertex colors.  From nomad sculpt I can export an obj file with vertex color and import to blender and blender reads it.  Does 3dc have a way to embedd vertex colors on obj files?
    • geo_n
      Thanks. Is the mesh in the sculpt room exactly the same as the imported scanned mesh? We can skip decimation on export to keep the mesh exactly the same as the original scanned mesh? I did this a few times before without the applink and I had scaling issues and had to decimate on export when I exported the mesh from sculpt room. Topology changed of course which is not wanted. But the vertex color was there indeed.  So what I'm doing now is importing in paint room to paint on uvmaps and export texture maps and bake those into vertex color in blender. But it would be great if I could export vertex colors directly from the paint room because the paint room doesn't alter the scale or topo of meshes. 
    • sheeplion
      On windows you have the program Materialize by company Bounding box software. http://www.boundingboxsoftware.com/index.html They are also the creators of the game. I found this while trying to find company info. Never knew. Going to support them for this nice Materialize tool. https://www.gog.com/en/game/prodeus
    • Carlosan
      The primary difference between a UV-textured mesh and a polypaint (vertex color) mesh lies in how the color data is stored and displayed:  - Vertex color stores color directly on the vertices of a 3D model, ensure you have a high-polygon model. - While UV texturing maps a 2D image file onto the mesh using UV coordinates. 3DCoat will automatically recognize and map these to vertex color data upon import, File > Import or you can bake them directly in the Paint Room. After that go to => File > Export selected Object > .ply
    • AbnRanger
      Vertex Color exported to Blender 5.0 via the Applink (using fbx file format) perfectly. Maybe Paint Objects were not programmed/enabled to export Vertex Paint because they are UV mapped? This was exported from the Sculpt Workspace.  
    • geo_n
      Sorry necropost. Do you have a solution for 3dcoat paint room export to vertex color in any format(ply, obj, fbx)? I painted mesh from 3dcoat paint room and want to export with vertex color without alternating the mesh topo.
    • Carlosan
    • mxhunterx
      Hello,   I'm currently trying to handpaint several large cylindrical and circular objects including human legs and monster legs. I'm trying to airbrush it to wrap around the object to create shadows and different color textures, but when I try to paint it always leaves a hard edge and it makes it obvious there was a cut in the airbrush. Is there a way to have the airbrush wrap seamlessly around the mesh to create a smooth look without the hard edges? The only way I know how to resolve it is basically to erase it by hand and re-paint it, but that also has some issues with leaving splotchy areas. I've looked through all the brush options and I didn't see anything I could use to wrap. What else can I do about this? 
    • mxhunterx
      Hello,   I'm currently trying to handpaint several large cylindrical and circular objects including human legs and monster legs. I'm trying to airbrush it to wrap around the object to create shadows and different color textures, but when I try to paint it always leaves a hard edge and it makes it obvious there was a cut in the airbrush. Is there a way to have the airbrush wrap seamlessly around the mesh to create a smooth look without the hard edges? The only way I know how to resolve it is basically to erase it by hand and re-paint it, but that also has some issues with leaving splotchy areas. I've looked through all the brush options and I didn't see anything I could use to wrap. What else can I do about this? 
    • webmaster
      Voxel Sculpting is a Big Deal Pt 3View the full article
    • menuasian
      Hi everyone, I’m running into a shading problem after bringing a retopologized mesh from Blender into 3DCoat for texturing. Some curved areas of the model appear darker or slightly faceted, even though everything looks normal in Blender. I already checked the normals in Blender and they seem correct, so I’m wondering if the issue might be related to smoothing, normal maps, or certain import settings in 3DCoat. Has anyone experienced something similar? Any suggestions on what settings or steps I should check before starting the painting process? Thanks in advance!
    • jene
      Thank you for your advice. In the version in question, I turned on the RealityCapture check button, but RealityCapture did not appear. I think there must be some fundamental problem. A new version of 3D-coat has already been released, so I will update to the new 2026 version.  
    • Carlosan
      Normal map doesn't work well in 3Dcoat smart material but this is fine using a height map. The Depth channel icon in Smart Materials may look like it’s for a Normal Map, but it’s not. It’s strictly for greyscale Displacement/Height maps. This is confusing because the icon for depth on smart material editor is blue/purple and because every other texturing software use normal map.  If you will provide a normal map for the Smart Material the 3DCoat will offer to convert it to the bump-map because materials require bump. This is a non-trivial operation, so it may take some time to convert for big maps. 
    • sheeplion
      ow, I think I found my answer. I have to unlock it, then I can tweak:   Now it looks like I can now. Requires a lot of changing the values. Not even sure what I did LOL! Depth at 0%:   Depth at 100%: Seems to be working! If anyone have tips how to tweak to it's best. Please tell. I am messing around. Going to use it in a Godot Game engine.
    • sheeplion
      Hello, I am using a simple wood diffuse JPG file as my color for the custom smart material. That looks fine as far as I know I also used the same exact image to create an normal map, using Krita: link: https://www.graphicsandprogramming.net/eng/tutorial/krita/make-textures-in-krita/krita-tutorial-map-displacement-height-normal It looks normal as it should, exported  it as a jpg: used this normal map in the smart material:   But when I change between depth 0~100% I see no change at all in my material preview window. Am I doing something wrong?    
    • sheeplion
      Ah, changed to menu "edit" >> calculate curvature.  
    • sheeplion
      Following an 3D course, and the teacher is adding a curvature layer: Menu "Texture" >> calculate curvature layer. He is using 3Dcoat version 4.8.18. I am using 2025.17. So I cannot find the option to add this layer. Where can I find this? (I know it can do that automatically, but I like to do it manually also.)
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