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blackant Master

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blackant Master last won the day on February 20

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About blackant Master

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    Novice
  • Birthday 03/14/1979

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  1. Mesh Statistic

    it would be nice to have the ability to display mesh statistics (poly number and vertices) outside the retopo room cause i am actually forced to reopend my obj into max to get this infos.
  2. [Solved] Normal Map Problem when modifying UVs

    thanks for you answer, i never read the help over the buttons -.-'
  3. Curvature map problem

    would you need a hand ? if you send me your file i can check if the bug comes to me also or not
  4. [Solved] Normal Map Problem when modifying UVs

    yes i'm always using last update
  5. Next Gen Viewport

    isn't it the time to renew 3DCoat quality ? the tool is perfect and use it daily or near, to paint, unwrap, tweak, retopology, texturing, model upgrade or UV modifications.... but, if i must compare what is actually the quality of the viewport and what it can be: there a lot of differences between each engine and it doesn't reflect the maps done in 3Dcoat How can i see wich result i will get from the engine if 3Dcoat doesn't show me it with more precision? so pleaze, if it's not already in your plan, add it for a future update
  6. Next Gen Viewport

    isn't it the time to renew 3DCoat quality ? the tool is perfect and use it daily or near, to paint, unwrap, tweak, retopology, texturing, model upgrade or UV modifications.... but, if i must compare what is actually the quality of the viewport and what it can be: there a lot of differences between each engine and it doesn't reflect the maps done in 3Dcoat How can i see wich result i will get from the engine if 3Dcoat doesn't show me it with more precision? so pleaze, if it's not already in your plan, add it for a future update
  7. Specular view

    thanks, it's an interesting workflow, i used the first step to import correctly my specular map, but ithink 3Dcoat needs a big update in the viewport itself to get more into "Nextgen" renderer wich is a feature i will ask in the forum by the way i was more asking a way to paint Roghness/Specular/Metal with more clear tools. for me the Gloss opacity has always been the best way to setup my specular level, wich is not the most appropriate way to set it correctly depending of material parameters.
  8. [Solved] Normal Map Problem when modifying UVs

    i have noticed that this problem is happening because the islands are rotated randomly during this process. to get the good result i have to do it manually or to find the good button to Auto pack the UVs
  9. i may have this kind of visual bug in the Tweak room When selecting vertices and moving them only a ghost is displayed while the original mesh is not. But After exporting it i get the mesh moved like i desired.
  10. Hello, this is a problem i noticed long time ago because i often use this kind workfow: i'm importing a model ready with normal maps applyed, this normal map is imported from external texture so, using the modifier layer "Use as Normal Map" After UV works because it needs optimisations to be used professionnaly, 3dc compute is like this, good for some part, for others... not really good i have take only this part because the top is good, like the feet. As you can see the normal map is inversed for the skirt and legs.
  11. Specular view

    Hello, i must say that this is something i was not really need during past month and years now that PBR appears, but honestly, many times i have been working on models that has not always needs metal on them, and i noticed that sketchfab, marmoset, unity, unreal are always able to separates specular map and Metal map and compose with both of them. And when i would like to import specular map into 3DC, the only choice i can find is to import it as Metalmap or glossiness.... not really adapted... and strange thing on the side, 3dc can display Specular channel in the menu [7] but don't have explicit parameters on layers or things like that. this is why i come to ask you a separated channel for specular Thanks.
  12. [SOLVED]Degenerated Mesh and UVs

    Cliking on Unify UV helped me to correct this problem
  13. [SOLVED]Degenerated Mesh and UVs

    Another case, following the sae workflow, but this time, i take the time to unwrap my mesh before anything else: - This time the Unwrap is clean, but saddly i need more edgeloops at the end of my object, so i need to split it again: -and if i put my mose over any next edgeloop i would like i can see clearly that it will not be what i espect:
  14. Hello, this bug is happening actually often, (3dc 4.8.15(DX64)) lets explain it: - i do my model in max, using splines and edit poly, - i export them to Zbrush, modify it in High res and can sometimes export back the low res when the mesh is not to much modified - once my High res model is done i explode each part into max and fit each low res part over it - i export high res version and low res version for retopo - inside 3dc, i import high res mesh a reference mesh and low res inside retopo room - now i can start working retopo by layers, and sometimes i must add some edge loops to my model, so i use Split Rings - i get this: - this part doesn't work, i'm unable to Clear seams and rework them nicelly, doing it manually (Ctrl+clic) doesn't work, but works on unbroken parts - i exported the mesh to max and reimported it, and get no change at all - i tryed to merge vertices, it works, they are not splited - but if i come back to my topology and cut this part, the UV are broken another time:
  15. XML MEssage Error

    i just discovered that i lunched 3dc 4.0.8... not the 4.8.15 so starting the right application helped me to solve this bug. :p
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