Septem/ 2 Comments / by crwjaakko Tags: 3D modeling software, 3D software, 3D-Coat (Software), 3D-Coat 4. I hope you enjoyed this tutorial on PBR texturing in 3D Coat. Here is the video tutorial. I will just keep it as default and click checkboxes to export Color, Roughness, Normal, Metalness and AO. Now the textures are ready to go. This will export a lot of maps, including Displacement and Ambient Occlusion. specular.psd, but those dont contain any color, theyre just. We can choose several presets to export to, for example Unreal 4. Somehow exporting the specularity from 3dCoat doesnt work. The Spec-Gloss workflow is also supported. If you are exporting your textures to Unreal Engine 4 for example choose this. In Texture Export/Import Workflow I choose Roughness/Metalness. I will Export geometry, select Output mesh. And now when we erase the stencil is applied and we only erase certain areas.Įxporting options for Geometry and Texturesįinally, to export our textures, we can go to File and select Export Objects & Textures. We can then scale this by using the magnifying glass in the preview options. In the middle panel, clicl Stencils and select OT_random6. Let’s use a stencil for cracked paint effect. It’s nice to accentuate some of the worn edge effects, and also I like to use square alpha for this, changing the brush size constantly. You can scroll with the mouse wheel to change size of the brush. It’s nicer to use those without much falloff to this task since we want the transition between painted area and bare metal to be sharp. I will select hard looking alpha from the Alphas panel, and start to chip away the paint. I like to chip some parts of the paint so that it looks less uniform and more organic. Now we can further tweak the paint layer. And again I will right click our PaintLayer and select Fill Whole Model. I’m going to give this Smart Material a new name, and hit Save as New. But it does not have a rigging and animation toolset, although really it doesn’t need one. The software is popular for boutique studios and indie developers alike. I like extreme effect so I am going to choose something around 5 or 6. 3D Coat is a 3D asset creation package that focuses on modeling, sculpting, retopology, UV-mapping, and texture painting. This will allow to change strength of the Curvature Map, which means that you can choose how strongly you want the worn-edges effect to appear. We have plenty of options here, but I’d like to focus in Overall Cavity Modulator. Smart material editor in 3D Coat is easy to use. So I will right click the smart material I chose, and select Smart Material Editor. This effect is based on the Curvature Map that is automatically generated for you. Now, I’d like to edit the curvature effect more. Now, we can again use magnifying glass button in Preview options to get a nice scale of the effect. Again, use Smart Material Preview to get an idea how it will look like. I’m going to choose this beige one which I created myself. We can go to paints in Smart Materials tab and pick the one we like. Let’s Add a new layer by clicking the button of the lower right of Layers panel. You have just PBR textured a metal asset. We can preview and check our object in full PBR glory. Then, let’s double click this layer and rename it to BaseMetal. But I have to do it all over again if I ever decide to create a new Layer grouping folder in 3D coat or Photoshop.We can now right click Layer 1 and choose option “Fill whole layer”. Once everything seems stable, I can finally start working in both programs. I have to do all sorts of acrobatics in order to organise them in 3D coat, and cross my fingers for it to export properly to Photoshop. Thankfully, the paint layers are safe and sound, and I can try to reorganize in Photoshop, but if I re-import to 3D coat, the program will not take the grouping made in Photoshop. I do it inside 3D coat, and as soon as I export them to Photoshop, it will tell me that my folders are corrupted. But, i am now facing some issues with grouping of my layers using Layer Folders. psd by using the t extures/export/all layer color, which is a lot more clicks that i wish it was. So like I mentioned earlier, I now export my textures to. I`m just going to bump this up a bit, and also ask a new questions that has risen up from trying to circumvent this issue.
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