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orlando

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  1. carlosan: No, do you? Guys, calm down, it wasn't meant to be rude, maybe a bit harsh. I was just pissed, although I think that I'm right with my statement. I still think that 3D-Coat could play a much bigger role compared to Mudbox or ZBrush, but so many inconsistencies and insufficiencies prevent it from being the #1 or maybe #2, although it truly has it in itself to do so. Back2Topic. What I mean by old and new lighting could be seen here: https://youtu.be/nZSyR8261sEand I think that this clearly shows where the pros and cons of the different lighting solutions are. So, just give us the CHOICE. I don't want a developer to say "why?". I want him to think about why the users are complaining about this and that function. Isn't that logical...
  2. Well you call it being rude, I call it saying the truth.
  3. Seriously? Because I want to dictate where the light comes from any time in my workflow and I don't want to let a hdr do the job. I can't believe that you always work against any good common sense, where bugs persist for years and the UI is inconsistent as hell. So, in this case: Just let the user choose his preferred lighting model: the old one where you could alter the angle of the light at any time, and the new hdr solution. Why I did you even remove the old method for lowpoly/retopo models, where for voxel tree objects it still works?
  4. I can't be only one who has this problem. Nobody is using custom lighting for his lowpoly objects in the paint room??!
  5. To get this wrong: The lighting information of the HDR is used all the time to the shade the model. That's exactly I don't want. I want the old lighting style back from v4.
  6. Hi, Sorry if this a new question or if I have missed something here, but is it not possible to paint past uv islands/borders? The furthest spot I can go with the brush is the outer border of an uv island. This is ridicules especially for low-poly object. :/
  7. Thanks, but this only combines UV maps, but not the already baked maps /surface materials from the sub objects. I fear there is no solution to my problem and I have to go the fiddly "all or nothing" bake cage way.
  8. Hi there, As far as I can see 3D-Coat doesn't provide a per-subobject bake cage distance control. You always have to set the min and max distance globally for the entire object even when it consists of different sub-objects where each would strongly profit from custom bake distances. The only thing you can do is to set those fiddly influence spheres. My idea was to bake out normal maps subobject by subobject. Problem here is that 3D-Coat creates a new uv-set for each subobject and doesn't merge down to the same uv-set even when all subjects are assigned to the same set. Hope you understand what I mean. English is not my native tongue so sorry for any confusion I produce. Anyway, my question is: Is there a way to merge down all uv-sets and every normal maps that are linked to them?
  9. Hi, Well, the new hdr environment lighting is really great to model, render out things, and stuff like that, but I don't like it in the painting room because all hdrs distorts the colors of the model in some way. Even when I choose vertical gradient as the background ALWAYS the hdr is used to shade the model. How can I change that? I strongly prefer the old headlight-like lighting model from 3D-Coat version 4.1 and before.
  10. Thanks, guys. Increasing the inner distance even more solved the issue and 3DC baked the maps as expected.
  11. Please see the attached files that show my problem in detail. I modeled an ear and manually retopoed it. Set everything (UVs, backing settings, etc.) up as usual... and got a kind of inverted mesh with empty textures. This never happened to me before and I just don't know what's wrong here.
  12. Thanks, guys. What do I have to delete to set 3D-Coat in a "reset state"?
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