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mkdm

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  1. Hi Michael! Solved! Thanks a lot! I had to completely uninstall 3DCoat both my laptop and desktop, then delete ALL folder related to 3DCoat in c:\Program Files.... and "Documents" and reinstall again the latest 4.8.15c build. I hope not to have again this issue with next builds. Marco (mkdm)
  2. Hello everyone. I don't know if there's something wrong with my PC but this latest 4.8.14C crashes every time!! With 4.8.13 no problem at all! The crash happens just after I try to create an empty voxel scene from the startup window of 3DC. Simply I get the generic Windows message "3DC has stopped working..." What's going on ? Thanks. Marco (mkdm)
  3. Hi Andrew and 3DCoat Team! I've tried many times to download latest 4.8.06 (for Windows) but the download process is extremely slow and after a while it stops. I never had this problem before, and I have checked my internet connection and all works fine. Could you please check if there's a problem with this download ? Thanks and have a nice day. Marco (mkdm)
  4. Yes Michael. @You : "...Just giving up some points to 3D Coat Development for the good work...." I totally agree! 3D Coat has a great developer (and also his teammates) ! Bye. Marco (mkdm)
  5. Hi Michael. @You "...if we let aside the small bugs (normal for a major release)..." Yes, I totally agree with you about the improvements of this new update. But also we can't forget that this thread is called :"3D-Coat 4.8 Beta testing thread". So, I think that we must help Andrew to improve 3D-Coat more and more, also helping him for the constant bug-fixing activity. Have a nice day. Marco (mkdm)
  6. Hi Andrew. I confirm the bug found by Cleitus : "When you add new environment map to all of color become black" I have made a test and I got the bug. Please check this video. It show you the strange behavior : http://take.ms/49RYL I stay tuned. Bye. Marco (mkdm)
  7. Hi Andrew. Thanks for the update! I don't know if you want to totally get rid of RMB operation within menus so I don't know if this is a useless post, but I think that there is still some problem with RMB : The Smart Materials Tab of the Paint Room and the Shaders Tab of the Sculpt Room don't react to the RMB in order to change the current folder.It works only if I pick the little arrow and the "Folder" menu item, or the menu shown as Buttons. RMB works also with Stencil Tab. Please check this video : http://take.ms/ORC9J Have a nice day. Marco (mkdm)
  8. Hi 3DCoat Team! Thanks a lot for this very welcome updates. I the coming days I hope to start exploring all new features, but I think that it should be very desirable to have some new video tutorials about that. In the meantime I found that there's a little some issue with the UI. I'm running 3D-Coat 4.8.01 OpenGL 64 on WIndows 10 Pro 64 Bit 1) In the Sculpt Room the Quick Access window has no labels but only icons. Labels are invisible. 2) The Smart Materials Tab of the Paint Room doesn't reacts properly to the RMB to change the materials. Only if I pick the little arrow and the "Folder" menu item, it works. Please check this brief video : https://monosnap.com/file/3WrNkAFuoVb2cNEQzv1JOGHHGx2qZC I stay tuned. Have a nice day. Marco (mkdm)
  9. Hi EmperorHamHam. Thanks a lot for your suggestion! ASAP I hop to find some extra spare time to test also PTEX workflow. Thanks. Marco (mkdm)
  10. Hi Carlosan. @You : "...Is not as good as paint-sculpt at same time, i know. But may be this workflow acan help." Yes. I thought so too! Maybe another good way especially for mechanic-style concepts, could be to use the "Vox Hide" tool coupled with Objectify-Hidden in order to slice and cut a base model and apply different shaders to each piece. I have to try. About integration with InstantLight, yes, for sure I will ask to Michael. Thanks again. I Will let you know the results of my experimentation! Have a nice day. Marco (mkdm)
  11. Thank you very much Carlosan!!! Based on what you told me and a brief look to some tutorial and a quick experiment that I made, I think that PBR Shaders + Vertex Painting it's the only way to go for me in order to achieve what I'm trying to do. ASAP I'm going to watch more in depth the tutorials and study these things and making some practicing. I hope to be able in few days to start the production of very fast and quick 3D-Coat renderings of concept models and some 3DArt (for fun). Currently into my pipeline I use this different tools to create the starting meshes to work on inside 3D-Coat : 1) 3D-Coat sculpt room itself 2) Moi 3D, an excellent Nurbs cad for artists and designers (and sporadically also Rhino V5/V6 WIP) 3) NVI/RocketrF, a very powerful low-poly/Subdivision surface modeler For what I've tried so far my intention is to use this particular workflow : 1) Export the base mesh from one of the above tools (Moi3D, ect...) 2) Import the base mesh into the 3DCoat's Sculpt Room in order to use it as a base mash to build a very high mesh model 3) Do sculpting 4) Apply base shaders 5) Painting in Paint Room 6) Render inside 3D-Coat I hope that this workflow can give me good results with getting rid of the whole too time consuming Retopo-UV phase. Furthermore, because I'm one of the beta tester of InstantLight from its earlier beta stage, I hope that they will soon implement one of the most interesting announced features for it, that is Bridge to 3D-Coat and the chance to directly import inside IL the Hi-Poly mesh painted in Vertex Painting from 3D-Coat and directly render them in realtime inside IL. This is one of the most wanted feature of IL, IMHO. Do you have any suggestion about how to use the couple "3D-Coat + Instant Light" at the best ? I think that IL, it's a very promising realtime renderer even if it has still bugs here and there and must have better and more intuitive workflow, and coupled with one (or more) Gtx 1080 Ti it can really offers impressive results, much much better than Toolbag. But, this is only a very personal opinion. Thanks again for all you kind support! I stay tuned. Ciao! Marco (mkdm)
  12. Thanks a lot for continuous support @You : "...Exactly, this is how the polypaint function works. Bump or normal map of that material it's never applied..." So, there's no way I can be saved from the hated Retopo-UV ? In my previous message I talked about Vertex Painting ? Is that way suitable to achieve what I want (Paint directly over hi-res mesh with all painting details such as normal map, bump, etc...) ? My serious problem is that I absolutely need to find a fast workflow to render Hi-Res painted objects in order to produce a decent amount of concept rendering as quickly as possible all inside 3D-Coat. I know that you are a master in workflow. Please help to find a suitable way to achieve this. If Vertex Painting is the way, please tell a good complete tutorial too learn how to use it. Thank you very much!! Marco (mkdm)
  13. Hi Carlosan. Thanks a lot for the quick reply. I first of all want to tell you that I really appreciate your help But...This workflow is driving me crazy... What you wrote me is to search into the whole 3D-Coat Youtube channel. I thank you for help, but it's a too huge stuff to watch. It takes a huge amount of time. Also I already know Alien Minefield's tutorials but the problem is always the same : all that stuff requires the usual workflow, that is Retopo-UV-Painting. I absolutely need to learn how to directly painting over Hi-Res mesh without Retopo and UV but having the Samrt materials applied correctly with normal and the correct scale. I've found these 3 tutorials : Is this the right direction ? Please, help me to find a suitable way to achieve what I'm looking for. Thanks a lot. I stay tuned. Marco (mkdm)
  14. Hi Carlosan and good morning. First of all I wish to thank you for your kind and prompt support. Much appreciated For a better help I recap here my current config : 3D-Coat 4.7.35 in OpenGL64 Windows 10 Pro 64Bit English Intel i7-7700K 4.2 - 4.5 Ghz 32 Gb DDR4 Ram 3000 Mhz dual channel Overclocked Gtx 1080 Ti With that said, I tell you that I tried to follow your suggestion about importing textured object in Paint room and so on, but I have to say that I didn't understand correctly some of your suggestion. For what I've seen with the quick test I've made, the only workflow that does what I want do to is this : 1) Retopo a Hi-res mesh or use directly a low-poly obj 2) Apply UV to it 3) Paint in Paint Room 4) Export each objects with textures (AO, normal, rough, metal, albedo), each with its unique UV set name 5) Open New 3D-Coat project 6) Import all painted objects 7) Delete ALL layers except Layer 0 9 - Load each single texture for each object, using each UV set name. 10) Finally I can setup the scene and perform a quick render in render room Now, this works, but it's NOT what I'm trying to do. I'm not so familiar with 3D-Coat and I still don't know all its workflow. As I said in my previous messages, I'm looking for the fastest way, with acceptable results, to produce quick and good enough renderings of concepts modelling or 3D art. Without the need to achieve Photorealism. So, the built in 3D-Coat's renderer is enough for this pourpose. But the crucial point is this : I don't have to spent time to Retopo and UV. Because if I have to do these steps I loose every advantages of doing quick works and I'm forced to follow the traditional workflow, Retopo-Uv-Paint-Export-Render in external Renderer. I already know how to do these things. I'm looking for a good way to perform this particular workflow : 1) Having a sculpt Hi-Res mesh in 3D-Coat or import a Hig-res mesh into it 2) Painting and texturing directly over the Hi-res mesh inside 3D-Coat WITHOUT the need to Retopo and UV and without the need to export the objects and textures outside of 3D-Coat 3) Jump into Render room, setup the scene and perform quick renderings. Nothing more than that. At this stage I don't want to use any external tool (Blender and so on...) But, I don't know which is the correct workflow to follow inside 3D-Coat in order to achieve what I aim. For example, I tried to paint directly into Paint Room over a Hi-res mesh but the problem is that when I choose any "Smart material" I see it correctly trough the preview window, but when I apply it to the mesh, it's always in wrong scale and the Bump or normal map of that material it's never applied an all look flat and grainy. I've also tried to paint over Hi-res mesh using one of the option present in startup screen but with the same bad result. Please, help to find the correct workflow, if possible to achieve this : Paint directly over Hi-Res mesh with all "Smart material", setup a scene and render directly inside 3D-Coat without the need to export hings outside of 3D-Coat. This is the only way I can follow at the moment in order to help me in my actual situation : produce fast concept rendering using the painting abilities of 3D-Coat. Any tutorial or other kind of help would me much appreciated. Thanks you very much for support. Have a nice day. Marco (mkdm)
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