

- #3d coat displacement map gray how to
- #3d coat displacement map gray plus
- #3d coat displacement map gray series
Displacement Map set-up using the Node Editor is shown in great detail. Then the video finishes off by showing the secrets of taking the normal and displacement maps created in 3D Coat and exporting them out for use in Lightwave 3D.Īlthough setting up Normal Maps in Lightwave is relatively easy, Displacement Maps can be slightly challenging.
#3d coat displacement map gray how to
Learn how to take plain and low-detailed models and spice them up by adding muscle, bone, tendon, skin folds, bumps and scales to their surface.

If you have already textured your model with some other paint mode, like per-pixel, you can still export a displacement map based on 'perceived' depth - represented as a height map with varying levels of gray. In this video tutorial 3D Instructor Adam Gibson demonstrates how to detail a Suchomimus dinosaur using 3D Coat's Normal and Displacement Mapping tools. Select 'Displacement' and any other maps you would like exported.
#3d coat displacement map gray series
Although this video series uses Lightwave 3D as the final output for your 3D Coat work, the concepts and principles used here will work with all the most popular 3D programs like 3D Max, Maya, Softimage, Modo, Cinema 4D and many others. If you could give me a similar workflow, using steps like I did above, that would help me out a lot. Textures menu > export > displacement map of visibile layers > choose correct UV set. Paint room > texture editor > switch to displacement map UV set. In this videos series we show 3D students how to use 3D Coat and Lightwave 3D together as an easy and functional workflow and pipeline in your 3D projects. Retopo room > bake menu > Bake w/ per pixel w/ displacement.

If your artifacts lie on the uv seams, then you know for sure the reason for the artifacts in that area.3D Coat 3.5 for Lightwave Users-Normal and Displacement Maps-by Adam Gibson
#3d coat displacement map gray plus
In the paint room you can hold down the shift key plus "w" to show the seam layout in the paint room. The purpose of micro-vertex painting is both to add texture and real mesh displacement. If you get artifacts check your uv seam layout. If you have already textured your model with some other paint mode, like per-pixel, you can still export a displacement map based on 'perceived' depth - represented as a height map with varying levels of gray. Side Note 2: Displacement maps require a good uv seam layout. He does listen to the user base as we had been asking for a better method for locally adjusting parts of the projection cage. Andrew changed the method a few betas ago. The old method was placement of spheres was hard to work with. You can paint local adjustments for the projection cage if you need to. 3D Coat forum 3D Sculpting community modeling sculpting printing rendering Go to topic discussion. 3DC remembers from the last scene the baking scan settings. Press reset in the baking baking scan tool panel if the cage seems push out locally in some areas that do not line up with your mesh. There is a new way of locally adjusting the projection cage. You can smooth your uvs if needed as well. You can still export the low polygon model from the paint room. You can choose other sizes but you should subdivide the model for displacement creation. If in doubt setting it higher does not seem to effect the bake.ĭisplay mesh resolution- 3DC will auto decide the subdivision level for the bake. Setting it higher than the minimun, I do not know if it makes a difference. Multiply the texture width by the texture height to get the minimum number of polygons needed to create the displacement map.Ģk x 2k map would equal 4 million polygons, I had left mine at 8 million, forgot to change it. Millions of polygon is internally what 3DC is going to use to create the displacement map. He will be baking for a normal map but in the same bake tool panel is for displacement call Microvertex. Number #18 is Texture baking to the paint room. Yes you can save as EXR for Displacement.
