gbball

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About gbball

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    Toronto
  • Interests
    God, Drawing, sculpting, games, basketball, animation
  1. This is great stuff man!
  2. bake

    Sorry, to be more clear...you'll have to right click on the pbr shader you're using for the sculpt object and adjust the bumpiness setting on the shader...you don't need to change your sculpt resolution.
  3. bake

    I had this problem also. To fix it you will have to adjust the normal intensity on your pbr sculpt shader. For some reason the bake results are really strong compared to what you expect. I think it has something to do with the way the shader resolution is tied to the density of of the sculpt layer. Anyways, if you turn down the bumpiness on your shader it should give you better results. You can also try adjusting the texture scale to see if that helps. Reducing 'bumpiness' value prior to baking should do the trick though.
  4. Good discussion...I'll add my 2 cents. I'm for the current development work being done in the paint room. But like some others, I would love to see some time spent on sculpting. Both voxel and surface, with the addition of being able to sculpt on quad based meshes with a traditional multiresolution workflow. I like having the render room, but there are a few problems with it (not able to use different types of lights and manipulate them in 3d space with a gizmo(spots, omni, directional), no post processing (i.e. bloom, etc.)) And so I usually will render elsewhere. For version 5 or 6 of 3D Coat I would love to see some or all of the following. General Repeat last function Tool consistency from room to room...for example... in retopo/Uv room I expect to be able to hold shift to reposition the gizmo, or press the spacebar during a movement to enter a precise figure. Ability to scale/move in 2 axis simultaneously (perhaps with a modifier key) Ability to make finer movements with a modifier key, like holding down the shift key in Blender during transformations. Disabling certain draw modes with certain tools...like disabling the marquee tools when using pick object in the pose tool. Or when using points/faces in retopo mode if you set the shift action to delete, it will delete the connected mesh because shift deletes all connected geo when using the delete faces tool. Things like this should be ferreted out and fixed. Also, one more, if I use the select tool in retopo mode, then use a tool like transform on the selected elements, I then have to re enable the select tool to make a different selection, then enable to transform tool again to manipulate them. These are things that should be cleaned up. Paint room ePanel draw mode that supports gradient...first define shape then drag a line for Point1 to Point2 gradient (gradient options should be robust) Node based Smart Materials (a little more complex, but way more powerful) Sculpt room Topological Move equivalent for all sculpt modes (in addition to the volumetric mode that exists currently) Patch based surface mode sculpting...(As a simpler, more powerful way to define the secondary volumes on a mesh.) ---where patches can be worked on independently while maintaining clean borders... ---borders should be spline based and manipulatable as well. ---Patches could be extruded...beveled, etc... ---Basically working similar to polygons... ---or easily masked/frozen for sculpting (cv points, spline or patch should be freezable) ---ability to move a patch island, cv point or spline with soft selection falloff defined by brush alpha, while respecting frozen elements ---ability to smooth a patch with 1 click (similar to smoother tool) 'Smart' Object layers (comprised of 3B files represented as 1 of sculpt/retopo/paint mesh in sculpt layers) Volumetric masks Volumetric marquee selection Volumetric clipping masks Quad based sculpting (even if boolean functions are limited) Render room Different light types (spot, omni, direction) Click to place DOF plane Post process effects library for rendering with emmision, sharpness, etc. (SSS is beatiful btw, in realtime and when rendered) Online embedded viewer that supports vert painted cubemapped PBR sculpt objects along with the regular realtime viewport rendering and vox shaders that exists in the program.
  5. How about a launcher similar to the Epic Launcher for managing versions of 3DC...could also connect to asset libraries/browser/maybe a marketplace...having different versions installed and having to manage the installs through windows is a bit unwieldy. Also, a bit unrelated, but a topological move tool function is important for sculpting and not currently available. 1 more thing. I know it's been mentioned a million times before, but the ability to sculpt after retopology with subdivision levels is the single biggest missing feature in the program...It seems there has been some stuff in development. Just hoping that is part of the plan..
  6. Much better! Going forward if you haven't already. You'll want to create your elements seperately, like the wheels for example...and create them at the desired resolution before adding details. That will save you from have to rework things too many times. Looking good though.
  7. Very nice!
  8. Awesome work buddy!
  9. Awesome!
  10. Hey everyone, This is thread to follow the development of a project that I have been developing called Gladiotron. It is an original project and hopefully the first of many. My pipeline consists primarily of Blender and 3D Coat, with some other applications for authoring PBR textures and then ending up in Unity. Our target platform is PC and Console initially, then possibly mobile afterwards. I have a few goals with this project. 1. To engage the 3d Coat and Blender communites 2. To share development progress on the art assets and the game 3. To work with the 3D Coat team in a similar way to the way the Blender Foundation creates film projects to drive the development of the application
  11. I should say, it would be nice if the autotopo was made opensource as a standalone application that integrated seamlessly with 3dcoat, but could be used within other workflows as well.
  12. At one time I was having a lot of trouble with Autotopo as well, but then I found out that if I used a fairly low resolution voxel proxy as a basis things went pretty smoothly. I was also thinking that it would be cool if Andrew made the autotopo functionality opensource so that it could be perfected and developed to fit multiple use cases by the community. Since I too was considering purchasing zbrush for the zremesher, but it just didn't seem like a good justification for the purchase if that was all I'd be using it for. One thing I would still love to see is the ability to to use autotopo on a partially retopologized mesh.
  13. yeah. not necessarily flatter, but sharp where it's supposed to be sharper and well defined curves where there should be curves. Like sports cars. You have the most imortant part down which is a good and appealing design in terms of volumes and proportion. The next part is getting it fully realized with more specific shapes.
  14. Cool stuff man!