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![]() It would be nice if I could automatically hide the layers that were not being used for whatever UV set I was painting on. ![]() This isn't work-blocking, but it means that with 3 different UV sets I have 3x the amount of layers in one file, and it gets confusing to keep track of. The paint layers of each texture/material/object are completely independent of the others:ģDCoat: I have multiple UV sets but each UV set uses the same texture and layers as the other UV sets. ![]() Each texture has have several paint layers. Substance Painter: Each object has its own material, texture, and UV set. I recorded some gifs showing the Substance Painter's functionality that I wanted to replicate in 3DCoat, and3D Coat's behavior in the same circumstance. I'm following up here in case someone else is searching for the same thing in the future. I got some help on the 3DCoat discord group, and it sounds like the functionality that I wanted does not exist, at least at the time of this writing. Is there a way to do this that I'm missing? This is not ideal - I'd love to be able to only use the layers I need for each material, and to name each layer appropriately. So it appears that 3D Coat allows multiple materials, but they all must use the same textures and layers for those textures. In the "texture editor" panel, I can still toggle between materials in the dropdown, and the texture editor shows the proper texture for these. If I give the second material the same number of layers than the first material, then in 3D Coat the objects that receive both materials stay present. They do still have visibility toggled on in the "paint objects" panel. If I give the second material a different number of layers than the first material, then in 3D Coat all the objects that received the first material disappear. I repeat the process for my second material. I pick the material/UV set in 3D Coat, then In Photoshop I paste my original textures into my "Layers.psd" generated by 3D Coat, then save and close Layers.psd.īack in 3D Coat, the texture reloads and layers for the first material shows up fine. So obviously this one is the wrong choice. If I have toggled off "import tiles as UV sets" when I created the file and toggled off "treat materials as separate textures," then whatever I paint on one part of the mesh also gets painted onto a different part of the mesh. If I have toggled off "import tiles as UV sets" when I created the file, then the materials/UV sets retained their original name. If I have toggled on "import tiles as UV sets" when I created the file, then the materials/UV sets are renamed to 1001, 1002, and 1012. I get a prompt saying "select UV set to export." I use the ctrl+P "send to Photoshop" function to add my previous textures back into the 3D Coat textures. I tried multiple times with different import settings (see step 4).Īll the textures in 3D Coat are gray. I make a new file in 3D Coat and choose "Paint UV Mapped Mesh (Per-Pixel)." I export an FBX from Maya, with "embed media" toggled on. Here is my process and how 3D Coat handles it: I started basic colors and painting in Substance Painter and Photoshop, and I want to do the rest in 3D Coat. I have a character model with one material assigned to the hair, one material assigned to the head, and another material assigned to the rest of the body. Is there a way in the paint room to have multiple materials, each with their own layers and textures, similar to how Substance Painter handles importing a mesh that has multiple materials assigned?
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