

You can quickly fill UV islands, to color them for dDo's purposes, by using the TEXTURE EDITOR and with the FILL tool active > simply click on the UV island. 3D Coat won't spit it out as a Curvature map if you export the whole model, but you can create auxiliary layers to fill with colors you want for dDo and substance and export them separately or export layers to a PSD file. Once you think it looks good, you can export that layer from the TEXTURES menu.

Then, you could do the reverse to paint the elevations a little by choosing LESS IN CAVITY (maybe with a light grey at one level, adjust the level a bit more and choose white). In the TEXTURES > ADJUST menu you can choose to Smooth (like Guassian Blur) the map some if needed.or make other adjustments to sharpen it, if you like. Instead of painting with a Brush, you can use the fill bucket tool or with the Paint Brush selected, uncheck "Ignore Backfaces" in the E-Panel > choose a freeform lasso or rectangle marquee in the E-Panel drag over the whole model and BAM.you have a quick and dirty Cavity map. Maybe start off with MORE in CAVITY and use the previewer to see how it looks as you adjust the cavity level slider. You could also try to create a good starting point for a curvature map, using the Cavity painting options in 3D Coat.

From there you might try this technique, if there is not a more streamlined method available: You can bake occlusion in the Paint Room (or when merging from the Retopo room, choosing Per Pixel Paint mode), and export just the AO map by selecting the layer, then go to the TEXTURE menu > Export > Color map.Īs for creating a curvature map in 3D Coat, you could select the Normal map layer you want to use > click on the Duplicate Layer icon at the bottom of the Layer Panel > with the duplicate layer selected, go to the EDIT menu > SYNC LAYERS w/ EXTERNAL EDITOR (Photoshop) or just hit CTRL + P. 3D Coat can create color, spec, normal/displacement, color spec, glow and glow alpha mask maps, and that's about it for the time being. This is the first time I've heard of curvature maps.because it is largely a dDo/Substance thing. Mudbox came along a few years later and supported it. For example, 3D Coat was the first commercial app to offer Ptex. You have to remember, dDo and Substance have come along and changed/introduced some new features and workflows (in the CG industry) that haven't yet proliferated to other CG apps. Seems Voxel Sculpts are not such a good idea anymore compared to polygon sculpts when 3D coat does not provide all necessary tools anymore in the Retopo room. Now I know I might need to ask this in the DDO Forum, but as this Forum is now down for more than a day, and has little visitors, and my problem actually starts in 3D Coat because it does not bake this map, I'll try my luck here.Īnyone else here that use curvature maps in their pipeline, and how do you create it? If you use xNormal to bake, whats the best way to export a voxel sculpt to xNormals? an Autopo with millions of polies? does that even work? Is there any easy trick I miss besides baking in a different tool than 3D coat? Is there a hidden option in 3D Coat? Just using photoshop to get a red / green map did not help either.
#3d coat displacement map gray full#
I tried some solutions from the net which convert an AO or Height Texture to a Cavity map, this always resulted in a full white (or almost full white) curvature map in DDO. Now I haven't used curvature maps at all until now, and it seems there is no easy way to create one from 3D Coat. But it seems in order to REALLY use the tool to its full potential, you need a clean curvature map.
