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gbball last won the day on March 2 2016

gbball had the most liked content!

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About gbball

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    God, Drawing, sculpting, games, basketball, animation
  1. What is 3DCPrinting? I tried downloading it but it doesn't work.
  2. Thanks Digman, hopefully it gets fixed, but I appreciate the workaround!
  3. I tried it again and I see what's happening. I closed my voxtree window, and set it to pop up with keypress (alt+v in my case). It doesn't work in that situation. Only if the voxtree window is docked or permanently opened does it work properly. Can someone confirm? I like keeping my screen as clean as possible recently and I've set most of my window to pop up with a keypress so I don't know if it was an issue in earlier versions.
  4. Strange...still no luck.
  5. I think I encountered a bug. Can someone confirm. I can't drop a voxel layer to become a child of another layer. Normally I could drag it from the layer's move icon, and drag it to another layers '+' icon and it would become a child of that layer...but haven't gotten it to work in 4.7.35
  6. This is great! Excellent design!
  7. What I mean is for retopology. A tool where the program will be able to analyze a black and white image or a high contrast colour image and create topology projected onto the sculpt similar to the strokes tool, only using an image rather than drawing each stroke...
  8. Just like the title of the thread, it'd be nice to have the ability to project topology on the mesh from an image/brush alpha. Like a brush stamp...with the ability to rotate, scale, change position before applying.
  9. Glad to hear it worked out. Scaling up the model should have the same effect as reducing the objects density, or adjusting the settings in the scale/bumpiness in the shader since it seems like the shader info is tied to the object density per layer. I notice it because I change density on my sculpts a lot and it causes problems when I bake with certain shaders.
  10. This is great stuff man!
  11. Sorry, to be more'll have to right click on the pbr shader you're using for the sculpt object and adjust the bumpiness setting on the don't need to change your sculpt resolution.
  12. 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.
  13. 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 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.