/r/3dcoat
Subreddit devoted to 3D Coat users.
Subreddit devoted to 3D Coat enthusiast.
/r/3dcoat
Hi im new to 3d coat and was aiming to use it mainly for handpainting textures but when in boot it up my FPS drop from around 120 to 17-25 (this is what 3DCoat shows in the bottom left corner).
My specs,
AMD Ryzen 7 2700 eight-core processor - 3.20 GHz
16.0 GB OF RAM
Nvidia Quadro P1000
im using the 2024.26 vertion of 3D coat
/// edit
i have already updated to 24.28 and still have the same issues
i have all my drivers updated adn still nothing :/
Hey there, I’m learning 3D modeling and I’m trying to make something similar to the above image. I’m pretty new to all this and I’m not done with my own model yet but I’m curious as to how they did this. There is a base model and then on top of it there is a one sided eye/mouth texture. The characters sometimes blink or the mouth changes shape. How is this done? I know Riot uses 3DCoat for texturing so I figured I’d ask here. If someone knows the process and can give me a list of what they do I’d love to hear it! I’m eager to get to the texturing part because I love to paint and that’s what I have the most experience with.
hello people, hope you're doing well!
i just wanted to know how to delete a vertex on poly modelling because i tried googling and checking 3dcoat learning videos and couldnt find an answer, thanks for your time and attention!
Is there any way to change the compression settings or render a video uncompressed?
I'm trying to follow the "Alien Leech" tutorial and get odd results when using sculpt tools after applying the freeform cube in part 2. Small modifications create holes. I think it is because the latest version has a "thickness" setting. I have tried thickness 0 (which creates no voxels) and 1000 (which blows the geometry out).
Is there a way to have it create a completely solid voxel mass when applied? Or a different way to use control cages to shape a primitive?
I'm wondering if it's possible to set sequential, rather than simultaneous hotkeys in 3d Coat. I'm thinking particularly of the system in ZBrush for brushes, where for the standard brush, you hit B (for brush) S (for all the brushes that begin with S) and then T (for that specific brush). I ask only because I have a lousy memory for simultaneous hotkeys like CTRL+SHIFT+ D or whatever, and that seems the only way to get enough permutations to cover all the brushes on offer in 3d Coat.
I have decided to pick up Blender again and while getting a grip on what is happening in the 3D world, I have come across 2 options for texturing. Substance Painter which has been around for a while and 3D Coat - which has also apparently been around for a while. 3D Coat has pretty impressive texturing/panting capabilities as well. From what I have read:
Substance Painter:
Does anyone use both? I want to use Blender for the hard surface modeling. The tools and add-ons it has are second to none IMO. But it would be nice to take the finished mesh and move it to 3D Coat to - retopolagize (or however you spell it) and paint it. From there, save it so I can put if up for sale etc.
Has anyone tried both (with Blender)? Does anyone use the workflow I just mentioned?
Any thoughts would be appreciated.
Thanks,
Robb
I'm in the process of making a kit of environment assets, including a pile of different walls. So straight walls, corners, ramps, etc. What would be the best way to hand paint those such that they seamlessly blend together when placed next to each other.
Ideally I wouldn't want to mirror them, and even if I did the side of one wall piece wouldn't necessarily match the side of another wall piece.
I genuinely don't know where to start for something like this.
i have 3dcoat textura and i can't seem to get the applink working i downloaded the 5.0 version it doesn't give me any errors it js doesn't work it doesn't send the model to the software are there any solutions?
Can someone please tell me how to select, duplicate, and move an object in 3D Coat? I've been trying for half an hour, and I just can't figure it out. This software is so complicated, and the lack of tutorials isn’t helping either
i tried to find the website but couldn't find it the only one if ound says error
I have 3DCoat Textura and usually use it for low poly model painting (like 256x256 or 512x512). The issue is, some faces aren't fully covered by a given pixel, so they become impossible to paint in the 3D view. This much, makes sense - the 3D view is trying to calculate where it can paint on the geometry.
But in the 2D view, I also can't paint over those spots. The expected behavior I'd have would be to be able to paint anywhere I like in the 2D viewport.
At the moment I am really stuck because if I can't get a decent workaround for this I'll have to find another tool. My current and non-satisfactory workaround is to bring it into photoshop afterwards and plug the holes but this is not a good answer to the problem. I expect my 3D painting app to let me successfully 3D paint, not leave stray pixels all over the place.
Been trying to install on new computer but site is non responsive. Anyone else having issues? Site maintenance perhaps?
i just started using 3dcoat trial v2024.25. when i try to learn painting with demo model. i cant see the pbr material preview window. and i already research using this official video https://youtu.be/kkUGC7A4DhU?list=PLlQ3JITh9bXOcshH7ALiXsMJlP4hrZjd4 . from that video it straigh show the preview window when pick pbr material. but mine not showing.
Maybe someone else waited for a sale, now is the time
I am creating a handpainted scene with unlit diffuse/albedo only. I want to add it to sketchfab, but the colors that export are washes out in comparision to how I see it in the viewport in 3D coat Textura. I noticed when I was swapping between 3D Coat and Photoshop that the colors seemed more washed out in Photoshop already. It doesn't seem to have to do with sketchfab as when I inspect the texture files, they seem washed out already after export. I tried different settings for the export via "Export Objects and Textures", but no luck.
Could it be that my viewport settings are wrong? Or can anyone suggest export settings? I haven't changed any settings, the viewport gamma is set to standard 1,1,1.
If anyone has suggestions that would I would be grateful!
Hi all, just curious if anyone has recommendations for using 3D Coat and maybe add-ons to make height map from a shaded photo, so I can take a picture of a relief carving and reproduce it for 3D printing...
Anyone tried both and could give some rundown?
I'm leaning towards Textura (because fuck Adobe), but it looks like there is not a lot of learning (or any tbh) content on it available.
On a side note, how feature complete is Textura vs the full 3DCoat? Is it just texturing and baking?
Hi, I just downloaded 3D Coat Textura a few days ago and am still in the learning phase. Is there a way to isolate the paint to only paint by UV islands? At the moment the paint goes on all of my objects both when painting on the model and in the UV view. Freezing and unfreezing is a bit cumbersome.. Would love if the brush would respect the UVs.
I saw in a tutorial that it was supposed to paint by islands, but for me it doesn't.. He didn't explain if there was a setting.
Happy for some help!
https://youtu.be/EqPNT0yhSJs created in 3dcoat and used shipwright in blender to create the one main form.
I got the trial and I'm liking it the software so far. I'm finding it hard to find up-to-date learning content though. Are there any resources you've used to learn that you would recommend? My use cases are sculpting, hard surface modeling, retopology, uv unwraping, and maybe a little bit of texturing/painting (I plan an using substance painter for this unless 3DCoat proves to be better).
Hi, I cannot figure out how to increase the size of that white part of the brush? I don't know what I did to make it that small. How to reset it or make it bigger?
Update: nevermind, it was falloff. Sorry, there is a lack of tutorials on this software.
This was modeled partly in blender to create the main ship form and then brought into 3d coat and used the wrap tool to rotate this into place. The texturing and UV mapping was also done in 3d coat. The land scape was done in Geogen by Janga FX and then brought also into 3d coat to uv map and texture it. I used Quixel Mixer textures through bridge to add in the green and dirt textures.
I'm trying to export a mesh from Blender to 3DCoat but when its sent with the Applink addon it appears like in the image. The mesh is a bit basic, it doesnt have much geometry inside.
I'd like it to appear as the orange mesh, not the one at its right. The right one would be the result I'm avoiding.
SOLVED
By scaling it up before applying . In contrast with Blender, the geometry adapts to the mesh’s size.