![]() But Maya and Marmoset Toolbag present the same issue. I am sorry to tell you, but the problem is your model, not 3DCoat. Given the tantalizing advertisement on 3D Coat's home page, it all looks very appetizing!! This normal map issue must be addressed ASAP, and put at the very top of the list, while people are still jumping ship from the Adobe acquisition of Allegorithmic. It is extremely important, for 3D Coat as well (and everyone who tries the software in the future). I hope that happens in the future but in order for that to work, the normal map continuity between software must be addressed. I've been keeping an eye on 3D Coat as a viable replacement for PBR painting. That is an obvious sign that things are broken. I shouldn't have to change the vertices and UV's of a model to make it work in 3D Coat. The main reason is that those normal maps look great in Substance Painter, Designer, Unity, Unreal, Sketchfab, Marmoset, and Blender. I should not have to add edge loops or unwrap differently. I hope you find the solutions you need.Īs for the rectangle boxes, I should not have to do anything to make those work. I did not fix the rectangle boxes as a normal map was already created for them. Also mentioned that how I work might not be what you needed. I gave my solution for the rectangle boxes. If "lock normals" did in fact make a difference, then it should've been checked by default since this workflow is common.Īs stated I already mentioned the rectangle boxes and their problems. If the most obvious path isn't default then there's a problem with the software. ![]() It should work as intended and not rely on any sort of hacky fixes or workarounds that would snag newer users and force a google search. And even if I did find some sort of workaround, software shouldn't work that way. I spent nearly a whole day trying to figure this out. The lack of continuity here cannot be fixed by any option from any menu from my thorough (thorough.) examination. When I import normal maps into 3D Coat, they look a little off, even though they look fine in other software. When I bake normal maps in 3D Coat, they look a little off in other software, even though they look fine in 3D Coat. However, the exported normal map will seem a little off in other software. Now, if you bake in 3D Coat, your objects will look perfect. Here is your screenshot with an indicator: Things in your screenshot may seem correct, but take a look over here. The fact is, 3D Coat's viewport renderer simply does not see normals correctly. In fact, I've tried everything in every single menu that relates to importing or normals. The above are suggestions only which made or made not work for your workflow. I generally do not have problems between 3DC, SP, Blender and Unity though I tend to add edges loops so the normal map does not have to try and completely fake the edge plus to help shading issues. That could be solved by unwrapping them a little different or adding edge loops to soften the 90 degree normals of the edges. ![]() The only trouble I had were the rectangle boxes. This is important when using an imported normal map. Without locking your normals 3DC will recompute them. I tested both Unity and Blender import settings. Lock your normals in the import dialog box. ![]() I'm also happy to share the model and normal map for anyone to verify my findings here. Also, imported OpenGl maps using those presets show up wrong, and it will anger a lot of new users coming from other software. There should only be an OpenGL and a DirectX setting for normal maps. There should not be a Unity normal map preset vs a Blender normal map preset. Now everything shows up great! This is a screenshot from 3D Coat: I didn't do anything at all, I just made a new one. SO, I created my own normal map preset and called it OpenGL. The software preset Blender and Unity yield different results, even though they should both be exactly the same (an OpenGL normal map with an inverted green channel). So I tried re-importing the normal map and even creating a new project and changing the UV smoothing settings. The dark halos around the triangles are horrible in 3D Coat. I double-checked and toggled the green channel to be sure. The normal map doesn't show up correctly. I imported the normal map with the correct settings. I decided that there were a lot of cereal boxes, logos and things I would need to paint in an external image editor, and I liked Coat's linking option (for Affinity). Here are screenshots from Substance Painter: In Substance, the OpenGL maps bake perfectly. It's an atlas of small items for detailing an environment (bottles, books, cans) I baked some mesh maps in Substance Painter for an old project.
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