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About Javis

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    Pilgway Helper

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    Oregon Territory
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    3D, Ancient History & The Future

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  1. I agree. I've been working around by creating geometry in Modo and importing it into the scene where I want to have the gradients nodes. Totally long winded and annoying. Anyway, here's the report! http://3dcoat.com/mantis/view.php?id=2264
  2. Can you share your scene file?
  3. It's a bug. I sent an email to Andrew about it a few months ago. Thanks for the reminder, I'll poke him about it again and file a mantis report if one doesn't already exist.
  4. Ok. I tried a few times on CUDA GL version. On builds 4.7.23 & 4.7.24. I couldn't get a crash. I even used the Sketch tool, still no crash. I'm on Win7, geforce GTX760, intel i7 4770K, 16BG DDR3. Also, try uninstalling 3DC completely, rebooting your machine, then reinstalling 3DC and trying again. There may be some latent issue from an older build causing instability with the build you're using. If that doesn't work, is there anything else in your setup that might help troubleshoot?
  5. Thanks! I'll try the CUDA GL version.
  6. Looks like you're on Win10, can you provide us with your system specs as well?
  7. It depends on where you created the primitive. If it was created in the Sculpt Room in 3DC, than you were doing vertex painting, which of course, doesn't require a UV map. You can just paint on the vertices if there is no UV map.
  8. A very painful bug. I've experienced this too. In the meantime, I have not used layer groups and recommend to avoid this bug, you do the same.
  9. I know you were not directing the question at me, but more experiences from many is better, right? 1. I used ZB v2 a lot, v3 a lot, off and on with v4. I think v4 is pretty amazing though. I pretty much use 3DC for almost everything it can do, with a heavier focus on painting, sculpting and baking. 3. Many. The curves tool is what you're looking for. It functions very closely to zspheres. The Sphere tool works pretty well too, it lays down a blob of clay. 4. Yes. It uses cached levels of subdivision. Regarding meshes, please clarify?
  10. Hey again, pleasure to help, even if it's not positive. I agree with you, it would be a really great way to work. It's something that a number of us have asked for. I'm guessing it must be a bit far from trivial to implement.
  11. Hi makco! Unfortunately most this is impossible to do for a few reasons. OBJ format does not support morph maps/targets. Also as soon as you add one vertex, the whole vertex order is different, and therefore any vertex maps like a morph, will not work. UVs work with the OBJ format, and should still work in theory (Andrew would need to implement this of course), since you're just subdividing the mesh. But you'd have to stay in surface sculpt mode. As soon as you convert to voxels, that data would be lost. Your best chance is to bake a normal or displacement map from the high res to your current res mesh. This is the standard workflow pretty much everyone uses. You can import your mesh to sculpt on it, and then also import the same mesh (with UVs, etc.) in to the Retopo room, and bake the sculpt results when you're completed sculpting, to your retopo mesh. Keep in mind, you'll still lose your morph maps, OBJ does not support morphs. But LWO does, as long as you don't subdivide or add any verts, it will remain in the .LWO format.
  12. Downloading/uploading the mac/Linux builds of .21 to Drive right now. It will take a few hours, the download from Germany takes a long time, but once it's here for me, it won't take long to upload for folks.
  13. Having used both for years now (EDIT: ZB has been off and on), I don't think you can go wrong with either one. Each are strong pieces of software that compliment one another. If you could afford it, I would get both. Good luck in your journeys.
  14. Hi and welcome! The quick answers: 1. Means what it says. You can't make money with it. No commercial use. If you made an asset in 3DC and make money off that asset, you're breaking the license. 2. This really depends on how many layers you like to use while painting. If you use a paint program now and can keep your work under 7 layers, you should be fine. I personally use many more than 7 layers for almost every project I am on, when using 3DC, except for simple assets. But only because I like to have more control by using more layers. If you happen to reach the need for more than 7 layers, you can merge some of them together anyhow. 3. I wouldn't know who has the amateur/EDU license VS. the pro license. Sorry. That said, they are the same program. These "limitations" on the amateur/EDU license do not hinder the kind or quality of the work made with the tool. FWIW, if you intend to do any painting, it does not have any painting abilities. From a review of ZBCore: And some more of the limitations of ZBCore from the same review: I'm not sure if you're planning to paint, but since you asked about the paint layers limitation, thought I'd point out that you can't paint in ZBCore. Also I see ZBCore doesn't support multiple sculpting objects/layers. 3DC has no limitation on the amount of sculpting objects/layers you can have. There are a number of other limitations from what I can find on the web on ZBCore. It's hard to compare ZBCore to 3DC, because of the limitations ZBCore has. If all you want to do is sculpt, and only sculpt on one object and keep it under 20million polys (that's the limitation it has), you're probably going to be fine. If you plan to do anything more, you might want to consider getting a commercial ZB license or any 3DC license, amateur/EDU or pro. If you plan to do any paid work, than the choices are obvious.