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Upon Infinity

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  1. I've been using 3D Coat on my Surface Pro 2 for over a year now so we already have a tablet-friendly version. And it works wonderfully, too. True, it is not ideal for this sort of work, but for fairly straightforward models that are not too heavy memory-wise, it does quite well. I find during sculpting, it will begin to drop frames between 12-15 million triangles. Also, it can get bogged down in the paint room when the .3b file size begins approaching 1 gb. I bought the surface after looking at the Wacom Cintiq Companion and decided it was too expensive. Also, the Shield is not close to as powerful as the Surface is. The shield has only 16 gb of hard disk space. My surface has 128 SSD and they go as high as 512. Also, Surface RAM is 4 gb instead of 2. Screen size is also 10 in. instead of 8. Surface pro 3 is 13 in. So, in this way, I can do basic modelling on the go and reserve my heavier models for when I'm at the desktop. I can also send the completed models to my desktop wirelessly and implement them into scenes in my renderer with remote desktop software and start a render remotely, as well. I find this to be a very valuable process. I would recommend it for this not just for modelling, but also drawing applications like Manga Studio. Now that there are tablets with full pro versions of Windows, it wouldn't make sense for Pilgway to offer an Android version of 3DC. If anything, they would only have to optimize the interface a bit for a high-res, smaller screen.
  2. Thanks. That's good to know it wasn't deliberately left out. Hope they get it working for the public version of 4.5.
  3. Hey, 3DC used to save a screenshot out with the .3b save file. Do the new versions not do this? Or did I flip a switch somewhere and turn this feature off. It was quite useful for remembering which file was which. I couldn't find it in preferences anywhere.
  4. Hello, I just upgraded to 4.1.17 and noticed some really great changes considering I was expecting only some minor tweaks to the program. However, I noticed I no longer have the 3d grid in the render window. Has this been disabled? Is there no longer a method of turning it back on? I thought this strange since if I didn't want it there I could have the option of having it there or not. I actually liked including the grid in a lot of my render screenshots.
  5. Thanks, guys, it looks like the spheres of influence was what I was looking for. Didn't even know this feature existed and actually, it's pretty helpful. Thanks again.
  6. Yes, normally this works with lower detailed models. However, with higher detailed models, I seem to get to a point where I can eliminate most of them but not all, and then any further increases to distance actually starts increasing the problem. I was just curious if there are any good workarounds for this. Or, if there is a good high poly workflow video I can get some hints from. It's quite frustrating and I've already spent hours on it.
  7. I accidentally posted this in the wrong section. Reposting here. Hi, What's the best way to fix the inner shell issues that leave black patches on your model in the paint room after baking? I've tried making those areas higher poly density as well as adjusting the inner shell distance but it seems to be quite common on very detailed models. Advice?
  8. Hi, What's the best way to fix the inner shell problem that leaves black patches in the paint room? I've tried making those areas higher density as well as adjusting the inner shell distance but it really seems to be quite common on detailed models. Any advice?
  9. Thanks. That works, but I have several objects and it doesn't work with the meshes that are greyed out. How can I affect the previous meshes?
  10. Yes, I mean moving the uv mesh and voxel model together. I was in the paint room, but obviously I can switch to a different one to do it from there.
  11. Is there a way to do this? I'm trying to centre the object after it was already autopo'd and painted.
  12. Yes, they had their own set. The only thing I did before the autopo was to disable the other objects. I didn't do anything in the retop room. I don't think I did anything differently, although I seem to have solved the problem. I think it may have been my deleting the 'excess' objects in the paint room. Once an object is baked, it seems that it produces extra objects in the paint room. Once disabled, these objects don't change anything, so I thought removing them wouldn't be of any harm. Now, I'm thinking they are there for a purpose. I haven't confirmed this; I'm just speculating as that was one thing I did that I didn't do the last time. I do have the uvs working properly now. This isn't the first time I had this problem though, I just want to know what I'm doing wrong.
  13. Hi, I have a new problem now. I was able to successfully autopo and bake 3 separate vocal layers into the paint room, each with its own uv map. But on the fouth the maps merge together for some reason. Anyone know why? I did the same thing for all instances. Also, all objects are on their own layer.
  14. Thanks. I'll use these tips! I'm not sure what non-uniform even means. The object was part of a larger set of objects but I deleted them to save upload space. Is that what you mean In the future, should I just chop up my uv islands if they are too big to avoid this problem?
  15. Yes, I can. It may not be the subdivision itself, but it seems to show up on high poly count objects (100,000 or more). This is my what's happening: https://www.youtube.com/watch?v=ha55PweN1Pw This is the file: https://www.dropbox.com/s/nnq7thj49qtcl7q/overlap%20error.3b?dl=0
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