ludo_si Posted September 13, 2016 Posted September 13, 2016 Hello friends, with some delay, here is the video for use with 3DCoat AM. very simple and mostly it works. With 3DCoat, I found a way to paint objects and have maps without having to worry about the UV problems. Any use perpixel. 3DCoat all tools can be used for AM. for convenience, I made a video that shows how to do it. I used this method for my wolf. The most is that the bump map to a report this time impeccable. https://youtu.be/SSlyU6cOkpk 1 Quote
Fuchur Posted September 13, 2016 Posted September 13, 2016 Very informative and helpful . Thank you very very much . I am especially interested in the next part too . Voxels in 3dcoat are a mystery to me and combining them with A:M would be great . See you *Fuchur* Quote
Elm Posted September 14, 2016 Posted September 14, 2016 I'd like to add, that you do not NEED to use the bake function before exporting (I do not like it, because the automatic / baked decaling is a bit too chaotic to me, and there are seams along the patch edges...). Instead, you can alternatively make your own, more convenient UVs on your model, and then export the OBJ. The rest of the workflow stays the same. EDIT: This Video by William Sutton shows exatly what I'm talking about: https://youtu.be/czaYXaf_9D8 Quote
ludo_si Posted September 14, 2016 Author Posted September 14, 2016 Yes, of course but with this methode, i loose no times for uv work. with this method here, there is no need at all to worry of uv, we won hours on a model complex. his technique is great with AMpaint and photoshop but not very suitable for 3DCoat. And 3DCoat, I do a bake of ao, reflection, bump, specular, roughness much faster. The work of uv painful that can be said is no more. About seams along the patch edges, i've never the problem because I ask to export overflow 4 pixels of each paches. rendering is always perfect. On my wolf, it has no problem with the edges. and especially. The big advantage and diference here is not to work on an image, but paint directly on the model. 1 Quote
John Bigboote Posted September 14, 2016 Posted September 14, 2016 I'd like to add, that you do not NEED to use the bake function before exporting (I do not like it, because the automatic / baked decaling is a bit too chaotic to me, and there are seams along the patch edges...). Instead, you can alternatively make your own, more convenient UVs on your model, and then export the OBJ. The rest of the workflow stays the same. EDIT: This Video by William Sutton shows exatly what I'm talking about: https://youtu.be/czaYXaf_9D8 That video is way long... can you pinpoint at about what time the UVing in A:M happens? Quote
Fuchur Posted September 14, 2016 Posted September 14, 2016 The whole video more or less is dedicated to that... how to flatten something, how to add a decal, how to paint it... See you *Fuchu* Quote
Elm Posted September 14, 2016 Posted September 14, 2016 .... About seams along the patch edges, i've never the problem because I ask to export overflow 4 pixels of each paches. rendering is always perfect. On my wolf, it has no problem with the edges. .... Perfect! - I wasn't even aware of enabling "overflow" (margins) in the baking dialogue. Thanks for pointing that out!!!! Quote
ludo_si Posted September 15, 2016 Author Posted September 15, 2016 Video William Sutton explains well in the uv AM and the coloring. But does not explain how to export it to another painting and suclpting 3d software as 3dcoat more powerful. to have no edges with the textures, in AM click the button shift + bakesurface and appears the dialogue. and choose the margins (here 4). i use the 4 too in 3dcoat it's in the preference of 3dcoat. 1 Quote
Recommended Posts
Join the conversation
You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.