6 years later the KeyShot Material workflow is still relevant. Adding the metalness to a duplicate materials opacity and then applying the material as a label to the original material is brilliant. That said, Keyshot now has UV unwrapping and a generic material which contains inputs for PBR textures.
Hi Chipp! How can i group different surfaces to sub-objects like you did? When i import a csgo obj to 3dcoat for example i get one layer with lots of different surface levels. I am trying to learn how can i make groups and subgroups of surfaces so i can add different textures to these groups in keyshot. Please help!!!
Great tut! Many of the texture controls/modifiers in 3D Coat do not seem to have an equivalent in ZBrush. But I know that ZBrush CAN create UVs in a similar way. Would you comment on how well ZBrush might be used instead of 3D Coat? Thanks!
ZBrush has solid UV mapping tools, particularly UV Master, but it has no UV painting or texturing tools like 3D Coat. All paint and textures are applied as 'Polypaint' - which equals vertex colors - on high-polygon models. Then you have to convert the Polypaint to a texture if you want to render it externally.
Trying to get back into Moi3D, have it, just haven't used it in the last year or so.. I cannot for the life of me remember where the resources are at to add to the interface .. I have the vanilla UI without the extra scripting tools and such. Would you know where I can get those? Tried the Moi3D forums but that is very simple and I can't isolate the thread where the UI additions were discussed. Thanks for this tutorial, I really like the process and I have 3D Coat and Keyshot as well.
Chipp, great tutorial, this is really great to know since I use both Moi3d and Keyshot. (Still have not tried out 3DCoat, but this is enticing). This is a great example of how 3DCoat can work for "3d painting" textures/dirt/labels. In your opinion, could this workflow also work for Retopo and UV Unwrapping a hard-surface model for Keyshot. For instance, if I had a part from Moi3d, which needed a bump texture in Keyshot, however, the usual mapping options don't work seamlessly, and UV is the route I needed to go. Obviously, UVs out of MoI3D are going to be a bit wonky because it isn't a poly modeler. But if we were to retopo in 3DCoat, and unwrap the UVs there, export for Keyshot, do you see that being a possible solve?
Yes, you're correct, 3D OBJs coming from MoI3D don't have UVs so it's a huge problem to render them. The purpose of this video is to show it's not necessary to RETOPO as 3D Coat will automatically CREATE UVs for the OBJ as exported from MoI3D. Just automap the UVs, add materials and you're good to go--> export to Keyshot and reapply maps there.