Advanced Member worldcrafter Posted July 9, 2014 Advanced Member Report Share Posted July 9, 2014 (edited) The surface mode for creating seamless textures works, but is lacking allot (it seems to me). please say if you know a work around or method to the problem below # If i wanted to make a pebbles and dirt floor texture, i need to paint the pebbles and the dirt, is it possible to have multiple volumes work with the tiling system so I can paint or apply shaders to the dirt and pebbles separately? Edited July 9, 2014 by worldcrafter Quote Link to comment Share on other sites More sharing options...
Advanced Member worldcrafter Posted July 9, 2014 Author Advanced Member Report Share Posted July 9, 2014 In Short - How do you Make properly colormapped textures with the tilled sandbox feature? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted July 9, 2014 Report Share Posted July 9, 2014 http://www.leadwerks.com/werkspace/blog/119/entry-1194-3d-coat-metal-sci-fi-texturing-tutorial/ Quote Link to comment Share on other sites More sharing options...
Advanced Member worldcrafter Posted July 10, 2014 Author Advanced Member Report Share Posted July 10, 2014 Ok, now i know about the instances feature, how do i calculate what the patch size should be? Quote Link to comment Share on other sites More sharing options...
Advanced Member worldcrafter Posted July 10, 2014 Author Advanced Member Report Share Posted July 10, 2014 ok, its double the width of each instance. silly me was trying to make to make instances that were badly overlapping, look seamless.. ONE MORE QUESTION; can i make the colors, bumpmapping and specularity from shaders, affect the the Export of the maps along the y axis? Quote Link to comment Share on other sites More sharing options...
Advanced Member worldcrafter Posted July 12, 2014 Author Advanced Member Report Share Posted July 12, 2014 Surely, one you masters can at-least tell me if this is possible at the moment; If its not Then it really should be. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted July 12, 2014 Report Share Posted July 12, 2014 i cant understand very well what you need, sorry any pic ? Quote Link to comment Share on other sites More sharing options...
Advanced Member worldcrafter Posted July 12, 2014 Author Advanced Member Report Share Posted July 12, 2014 (edited) I made 4 instances of the same pebbles/stones model and made 4 stances of the same dirt model, I then applied a shader to the dirt and a shader for the rocks. I also put a little highlight and paint on the rocks and dirt After export, the color map looked like this The shaders have not influenced the color or normal or specular map in any way. Can i make the shaders show up in my exported maps? Edited July 12, 2014 by worldcrafter Quote Link to comment Share on other sites More sharing options...
Carlosan Posted July 12, 2014 Report Share Posted July 12, 2014 a voxel layer ? The retopo plane must be placed in the middle of the volume Scan deepth inside and outside the object = 300 Try with another shader Merge with NM Quote Link to comment Share on other sites More sharing options...
Advanced Member worldcrafter Posted July 13, 2014 Author Advanced Member Report Share Posted July 13, 2014 (edited) The one voxel layer you see in my first screenshot does not contain anything and even when deleted, My problem still persists. Your suggestion of putting a plane above it and scanning it did not work very well and would be very fiddly and time consuming to get the scanning right, a quick go gave me this result. Could you suggest this to Andrew; How useful it would be to have the "export depth along y" take shaders into account? Edited July 13, 2014 by worldcrafter Quote Link to comment Share on other sites More sharing options...
Carlosan Posted July 13, 2014 Report Share Posted July 13, 2014 ok tested only the surfacepaint color are exported http://3d-coat.com/forum/index.php?showtopic=11454&hl=tiling Quote Link to comment Share on other sites More sharing options...
Advanced Member worldcrafter Posted July 13, 2014 Author Advanced Member Report Share Posted July 13, 2014 If it only exports surface paint color, then why do i have the option of specular map export. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted July 13, 2014 Report Share Posted July 13, 2014 surfacepaint support specular and emissive paint, please try Quote Link to comment Share on other sites More sharing options...
Advanced Member worldcrafter Posted July 13, 2014 Author Advanced Member Report Share Posted July 13, 2014 ok... guess ill be sculpting and coloring my textures rather than painting and applying shaders to them. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted July 13, 2014 Report Share Posted July 13, 2014 well... this is the common workflow, yes i duno if export shader as color its possible... because any shader must be baked first. but yes, is a big time saver for sure... 0001538: Export deep along Y - could shaders color, bump, spec be exported too ? Quote Link to comment Share on other sites More sharing options...
Advanced Member worldcrafter Posted July 13, 2014 Author Advanced Member Report Share Posted July 13, 2014 Thnx, cant wait until this is implemented... oneday Quote Link to comment Share on other sites More sharing options...
Advanced Member worldcrafter Posted October 18, 2014 Author Advanced Member Report Share Posted October 18, 2014 HEIIIEEI. I had an Idea! For getting the color/texture from the shaders, just render a Top view of the model and export the depth along y as usual! then just resize and get the same proportion for both in image editing software. Tell me if works for u? Quote Link to comment Share on other sites More sharing options...
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