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3DCoat Forums
  1. Development

    1. Announcements and new feature demos

      This area contains official announcements from the Pilgway team

      833
      posts
    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.

      50k
      posts
    3. 3.5k
      posts
    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.

      610
      posts
  2. General

    1. General 3DCoat

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

      71.6k
      posts
    2. CG & Hardware Discussion

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

      13.6k
      posts
  3. Tutorials, Tips and Tricks

    1. Beginners tutorials

      A Beginners tutorials for 3DCoat shared by the community.

      960
      posts
    2. Modeling

      Low Poly and High Poly modeling

      396
      posts
    3. Sculpting

      Tutorials related to sculpt process

      693
      posts
    4. 231
      posts
    5. Materials and Textures

      Information about materials and texturing with 3DC

      316
      posts
    6. Painting

      Tuts related to paint process

      548
      posts
    7. Photogrammetry & Scan

      Information related to Photogrammetry & Scan

      56
      posts
    8. General 3D and CG

      Learn from a range of 3D and CG tutorials.

      163
      posts
  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.

      17.3k
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    2. 3k
      posts
  • Posts

    • Carlosan
    • Sal_GC
      Such good news! @Carlosan is this a shot from a new widget with QT in a new 3DC build? Great news to know that 3DC will be looking into more modelling functionality! The more you can do in the modelling room the more you can produce for game assets, full workflow, right there in 3DC. If one could build a simple PBR shader for polygon objects, with some maps, one could do some trim sheets with a full material. As of now I use the custom texture option in the dropdown in the modelling room, however I can only use one map. I did read there was a new option added for rendering polygons. Being that the devs are doing such fundamental changes, perhaps having the ability to have different renderers per room would assist with this. Maybe using another renderer could help, perhaps Filament, but I trust what the devs are doing. Just my 2 cents. 
    • philnolan3d
      I read this but I couldn't find Shift, only Ctrl and Ctrl didn't have Reduce. 
    • AbnRanger
      There should also be a REDUCE option in the Surface mode SHIFT and SHIFT & CTRL list menus.
    • Carlosan
      After opening Profiler, all the slowness problems disappear.  1.json 2.json profile_results_tmp.json 2.txt 1.txt
    • philnolan3d
      I solved the problem. It's not in Smooth it's in Clean Clay. My mistake. 
    • philnolan3d
      I just installed 2026 so I'll say that one. 
    • Carlosan
    • philnolan3d
      There used to be a Reduce option for the Smoothing tool in Surface mode but it's gone. I need to reduce polys only in a certain area. 
    • 3Dmoat
      Is this still ongoing? I cant get the second panel to pull up at all.
    • Carlosan
      New Project Folder option Baked Textures: Cavity, AO, Normal, Geometry are still saved on Global Temp folder   That maps must be saved on Project Folder > data > Temp * the folder was created, but it is empty
    • Carlosan
      Simple Mask Node lacks of Degree Map  - Old Node   - New Node
    • Carlosan
      Yes, when you add a mask the Out Material is visible. The mask unhide any Material assigned to the layer. Quit the mask and paint over the mesh to see the material applied. We can apply materials in different ways, by painting with a brush, using stencils, or using the fill tool   Try this: paint some strokes over a paint mesh As you can see, only a paint icon is show on the layer   Now add a simple Material on the Node Inspector and a Out Material   A new icon is show on the Layer, right to the paint icon: is the Material icon   On Node Inspector Panel, switch on Show in Object Inspector   On Object Inspector Panel change any parameter, like Gloss in this case   To see the original Color or Gloss previously painted use this nodes   Use GeometryIN node to visualize Normals
    • Dekkard
      I watched this video but I don’t remember seeing him use an actual paint node . What he did do was group a bunch of painted layers and applied a material and material mask on the group . Can I do a paint On that material mask node . Maybe I am not using the correct terminology .  In substance , I can use generators , projection as well as a paint layer if need be like in the attached image1 .  How can I do something similar in 3dCoat  ?   Or like in image 2 . Can I bring in the painted stencil image in to use as a mask as well  Thanks 
    • Carlosan
      Yes you can Dud you have seen this introductory video ?  ?
    • Dekkard
      Very new to 3dCoat and this node base workflow is what got me interesting coming from Substance and Mari background .  Do we have the ability to have a paint node or a layer that we can add to this non-destructive material workflow  ? For example if I have a Mask network  , can I add a paint node/layer for some manual painting on top ?   Thanks
    • Carlosan
      Minimize width size on Node Inspector Panel or any other Panel, some parameters can't be selected anymore //edit Solution on Blender: Panning Left to Right Free Pan: Hold Shift + press and hold the Middle Mouse Button (MMB) and drag the mouse horizontally. Horizontal Scroll: Use Shift + WheelLeft or Shift + WheelRight.
    • chrisd
      Try exporting as Triangles, not Quads, to see if that has different options. I know quads are typically preferred, but triangles might be needed here to get a better result.
    • tomas aceytuno
      I'll look into what you mentioned; it seems like the solution lies there. Unfortunately, the version I'm using doesn't have many more export options than what you can see in the screenshot. Thanks for the tip and your help Chrisd.
    • chrisd
      You may have already tried this, but just in case you have not, per vertex normals export from Plasticity may improve the result. That works with other applications to get a good result, but I do not have Plasticity to test. Searching online indicates using Refacet when exporting OBJ exports per vertex normals.
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