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Pilgway
14 User Reviews
Showing 1 - 10 of 14
User Reviews
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b
Doesn't Work
4 years ago
bbacleon version 1.1.2
I've now tried this in 2 different Unity versions & cannot get it to work. The 3DCoat file is saved into my Asset folder, but I can't put the object in the scene. There was someone by the name of SrNull 3 years ago that said they had solved the problem with it not working in later versions. Can you tell us what that solution is?
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2
0
S
Error solved (newer unity versions)
6 years ago
SrNullon version 1.1.2
Hi, I just did a correction in the Asset3DCoat.cs file, and now the asset works on recent versions of Unity, How can I contact you to send you the solution?
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5
0
B
does it's job.
8 years ago
Battanon version 1.1.2
Works well. I'm using unity version 2017.1.1f1.1
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1
0
D
doesnt Work, dead updates?
8 years ago
Desertleafon version 1.1.2
Hi, is this no longer being updated? This would be nice if it worked ( UNity 2017.1.0f3)
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7
0
A
Needs Updating
8 years ago
Ascension version 1.1.2
I'm using Unity 5.6 and this package doesn't work. Please update it, thank you.
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5
0
l
doesn't work in 5.5
9 years ago
laurentlavigneon version 1.1.2
Adds a prefab that has no geometry or texture. (Using the trial version of 3dcoat)
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3
1
A
Classy plugin
9 years ago
Aniowon version 1.1.2
This plugin is very easy to learn. The plugin allows you to set options for importing models. Import happens quickly, and the result can be seen immediately. I recommend.
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0
0
p
Almost Perfect
9 years ago
procyonxon version 1.1.2
For the most part, this plugin does everything. I love that I can paint all my layers in 3D Coat and they are all combined and (mostly) look similar once imported into Unity. My 600MB file ended up compressing down to a 17MB game scene when I built it. This is an asset that is worth getting. Each material I created (the model has 5 separate ones) is saved to an Albedo, Bump (Normal), and MGO layer. I am able to toggle reflections and specular highlights on each combined material after the fact within the Editor, which is nice, and you can adjust levels for occlusion, normal height, etc. What I do not like is the fact that the 3D model itself does not have the "Scale Factor" property that you see if you were to import a .OBJ directly into the editor. Maya to Unity can have an issue where objects appear 100x larger. This "Scale Factor" allows you to compensate for that in the engine, so that when you drag the asset in, it's local size will be displayed as 1 and will be what you would expect. This is going to be a non-issue for pretty much everyone, but I think it's worth mentioning. It would be nice if many of the mesh prefab options that you get with a regular imported model were also available for the mesh that comes in with the .3b project. It's also not clear if you are able to tell Unity what size to make each of your textures when you end up compiling your build. They show up as whatever size your textures are within 3D Coat, which makes sense. Each layer that makes up the material has a setting for Wrap Mode, Filter Mode, and Aniso Level. There doesn't seem to be the Max Size override check box that you would otherwise get when importing your own texture layers individually. You can change these settings within 3D Coat itself, so that's not a big deal, just be aware of that workflow when you go to import your model. I did have 3D Coat crash a few times when adjusting layer sizes after the fact, however, so watch out for that. The 4 star is due to the limited options that appear when compared with other imported mesh and texture assets. I was curious if I could add some of those properties to the model on creation, but the 5,000+ lines of code have generally no comments. Do expect some manual tweaking as you refine the Unity vs 3D Coat look; my model had some issues with proper color in the dodged and burned layers. The Settings component of your imported .3b asset can take some time to compile, and it compiles every single time you click on it, which can also slow down your workflow as you experiment, until you uncheck "Interactive Update," which is on by default. Again, not a big deal with simple models, but it can really bog down your system for larger, complex, multi-material models. I end up having to go through this settings build process at least twice, because I generally don't have models that contain alpha triangles, and by default, the plugin creates a layer for them.
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0
0
e
Exactly what I was hoping for
9 years ago
ecoskyon version 1.1.2
Worked perfectly well, great time saver.
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1
1
S
Speechless
9 years ago
Shushustormon version 1.1.2
For me, this is one of the best assets in the Asset Store! I’m shocked! It works seemless! Even painting emission! Simply awesome! Game changer! Only one small issue: Some error is showing up in the Console from time to time: "Dynamic batching: index buffer source is NULL (first IB byte 0 count 0 first vertex 0 offset 149)" Not sure if this has some negative effects on the mesh / textures, but right now, I haven’t seen any further issues from this.
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1
1
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