ghib

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About ghib

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  • Birthday July 12

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  1. I have always thought this, and it's been somewhat frustrating to see the idea neglected considering Andrew sounded really keen on it back in 2009. Anyway here's to hoping that renewed interest will spark creativity in Andrew once again.
  2. Thanks for the responses guys. @Carlosan that doesn't work with Imported NormalMaps unfortunately. This is very much linked to an earlier post I made where I was requesting the ability to paint depth in an Opaque manner above an imported Normal Map Layer. Currently it doesn't work. @Javis, yes with Imported NormalMaps the clip masking doesn't work. So you managed to mask a NormalMap layer using a Layer with an RGB Layer? I believe that possibly Andrew needs to have a look at the functionality of using Imported NormalMaps and painting Depth in 3dCoat. Currently they feel a little disconnected. p.s. this has nothing to do with Masking depth painted on a layer in 3DCoat.
  3. For me in version 4.7.10 the Normalmap layer does NOT respect Clip Mask Layer options. Has this always been the case or just with this latest version. I've never actually tried to do any Clip Masking on the NormalMap layers before so I have no frame of reference. Too busy at the moment to install and try a different version.
  4. Hi Andrew, 2 things. Could you please check your code for Editing All Layers in Ext Editor please. (and other Send functions.) I'm experiencing a bit of a deal breaking bug where Saving the Layers.PSD from Photoshop after editing back to 3DCoat. Once back in 3DC the Layers won't always be in the same order, and sometimes groups will become children of other groups You might need to add the layer blending mode 'Pass Through' to better match what Photoshop has. Currently this is the only blending mode that Photoshop has that 3DCoat doesn't. *Edit1* Just tried again after cleaning up the layer and groups in my scene and sent to Photoshop which gave the error message 'Some groups were found corrupted and repaired.' In the Layers.psd file it has parented a Layer group under another group and also one of the layers has been renamed <end> thanks.
  5. Yes this is what I was doing, but Painting extra depth in an Opaque manner using 3DCoat does not work if you have a Normal Map on a separate layer. This is regardless of placing your new depth layer above the Normal Map layer or not.. Painting depth in an Opaque manner if using ONLY 3DCoat depth channels DOES work. This is achieved using the Max Depth function. I would hope that this would work with added Normal Maps if the layer you're painting Depth on is above. If beneath the Normal Map layer I'd expect the Normal Map to blend additively. Thanks for listening.
  6. Brilliant, thank you for looking into this Andrew. This was only one of two things breaking the workflow. The other thing that forces me to go to Photoshop for editing is not being able to paint opaque depth over the top of an imported NormalMap that is on a layer with NormalMap selected as the blend option.
  7. So has anyone had a chance to test if Normal Map export is broken in the 'Export Objects and Textures' function? Currently the Normal Map comes out a LOT lighter compared to the Please 'Textures > Export > Normal Map (TS)' function. This breaks an otherwise great export system.
  8. Could anyone please confirm this potential BUG with the 'Export Objects and Textures' Normal Map output. My exported normal maps are coming out a LOT lighter than usual. If I use the 'Textures > Export > Normal Map (TS)' function it works fine. Thanks. p.s. Really, noone?
  9. I just realised that Brush Size is also a factor. The three things are all linked as opposed to being based on world dimensions.
  10. Please unlink the values for Spacing and Jitter position. Currently if you increase the value for Jitter position you need to increase the Spacing to a ridiculously high value.
  11. Support the Sandbox Tiling Engine on Trello, it's a feature that was requested a LONG time ago.
  12. Thanks for voting Tuxmask,. I have lost count of the times I've needed this tool (and the amount of hours it would have saved me) I feel that this tool is even more pertinent TODAY with the advent of PBR related texturing. Imagine being able to create a kit box full of Voxels objects that you have textured with albedo/metallic/roughness etc. You could place them down in the sandbox tiler, bake and capture all that detail. It would blast 3DCoat into the stratosphere. Substance Designer is great but I would use the Sandbox Tiler over that any day, especially if it was created in a clever 'non-destructive' way. Andrew needs a chat with us before starting to implement it. I'm sure we all have a ton of ideas about implementation.
  13. One day Tony Nemo, one day. Though I fear we may be retired by then
  14. Please support this Long ago suggested tool. (2009) Sandbox Tiling Engine
  15. Time for the yearly bump. Oh the shame...