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blaaarg

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  1. Hello guys, Huge thread and I wasn't able to catch up with all. Sorry if my concerns and ideas have already been mentioned. I am trying the lastest beta version 4beta1 IIRC, and noticed some odd things. I am curently testing the pipeline for creating tiling textures in 3D Coat and noticed some things. It's taking forever to bake textures here. I have merged a mesh from Zbrush wich is polypainted, then instanced it over to try out the voxel instancing. The mesh is quite dense but with instancing it's working flawlessly so far. Then I import a plane in retopo, and bake from there. 1st, why isn't there a cage like in another 3D application? I have to use / guess the number to bake, and the bake is reallyyyyy slow to end. I tried to merge all voxel objects together but I encountered a problem. When I merge, only the master voxel object is retaining it's color. All other objects are becoming white (or default shader? I don't know). Can I know if this will be eventually fixed? I seems to remember that merging voxel would speed up the process. Also, as I am not used to 3D coat at all I found the baking process to be quite weird at 1st...But now it's ok. Could we have like in Xnormal, a way to import an object and an external cage? Or adjust the projection cage inside of 3DCoat? If it's there and I missed it, I am sorry! Also, when importing the plane and using it to bake my voxel geometry, I cannot bake any normal, they all come out grey. Also the diffuse have white spots all over, like little white dots. I can send you the textures if you'd like to see. Also I do a LOT of tiling textures and was trying to find a all in one shop in 3dcoat. So far it's not up to what I would like to see. could we have an automated process of some kind? Let's say I sculpt my meshes in Zbrush and paint them in there. A brick. I do the 4 sides different so with 1 brick I have 4 variation. Could we have a way to import it and have 3DCoat roate it, 90, -90 and 180 degres in one go while still instanciate them? Maybe place them in a menu on the side, call it tiling parts. This way I would export my OBJ from Z, import the BrickA and it would ask me if I want it to be instancied and rotated. If yes a menu would open on the side showing me BrickA_001 until Brick A_004. Same process with BrickB. Then what would be cool is something to "replicate" Zbrush 2.5d canvas but in 3D. Top view to place the bricks / meshes. then if I even place a brick out of the bounding box of the tiling view, 3DCoat would automatically instance copy it on the other side without me to be typing a number. You could set it to be square or not (power of 2 still, but something along the line of 1024*512). Then I could render all my maps from this tiling viewport. at any time I could switch to perspective view to adjust the depth of them, then go back to tiling view. I could also load reference grids, set size (to match the grid, and it would match all the instanced to that size) and drag and drop them really fast on the view / grid. That would speed up my process a ton. Kind of like the insert multi meshes in Zbrush (see part 2 here http://www.pixologic.com/zclassroom/homeroom/lesson/environment-with-tate-mosesian). Also if you can offer the possibility to export the view as a plane to bake in an external app like Xnormal, that would be even better to have the option. Just in case. Also if anyone know a function similar to the wrap mode tool in Z, because I'd like to add them grouts yo. Sorry for being such a noob in 3DC =(
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