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Maximus3D

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Everything posted by Maximus3D

  1. Version 3.x serialnumber is invalid when registering version 4.x beta. It keeps failing all the time. Is it supposed to work like that ?
  2. To clearly show the problem of black meshes upon autoretopology import i mentioned here recently i'm now including a screenshot of it. I hope i'm not the only one having this issue. Besides this annoying issue there are a number of typos in the Autoretopolgy Wizard that should be corrected. / Magnus
  3. Thanks for the new update, it looks promising! I have tested it late last night and i stumbled upon a annoying problem, as soon as i import any object for autoretopo it comes in as a completly black mesh, i can't see what it is by adjusting lightintensity, angle or anything else. This makes it very difficult to use. Same problem happens in both the DX and the OpenGL version of 3DC. / Magnus
  4. If you guys missed this, at Siggraph a new Wave-based Quandrangulation method was presented and it looks pretty sweet! http://www.cad.zju.edu.cn/home/zhangmuyang/ / Magnus
  5. Yes it's a must for this to work fluently with imported meshes or else it's pretty useless for a lot of people, me included. Because not all of us use voxelsculpting in 3DC and only some specific tools for certain tasks. / Magnus
  6. Thanks for the new update, but please please make it quicker and simpler to access and not this longwinded path through various menues, windows, dialogueboxes and submenues to reach the quadrangulatefunction. / Magnus
  7. Heh yeah, but seeing him code will probably be a sight to see for Siggraph attendees. It's comparable to liveaction cartooons hehe / Magnus
  8. Approx when will we have a release in our hands with this new thingy implemented into it ? after Siggraph or later ? anyone care to guess.. / Magnus
  9. Will this auto quandrangulation tool work with imported models ?! i hope it's not just for models sculpted within 3DC as that would drasticly reduce it's usefulness. / Magnus
  10. This feature ofcourse already exists in 3DC but it's so deep down hidden and difficult to access and get to work properly on imported meshes. My request is that the quadrangulate feature is moved and/or added to the Retopo part of 3DC and easily accessible and usable there. Right now it's a workflow mess which needs to be cleaned up. / Magnus
  11. There seems to be a issue with retopo tools when the meshes you retopo have long elongated polygons, the snapping in 3DC goes nuts and it will give you very strange results and that even with snapforce set at zero. This makes it pretty painful to build a new topology onto a mesh. / Magnus
  12. It's a great plugin considering it's free, it was never meant to be a replacement for existing UV external applications. You can easily use it in combination with 3DC if you wish. You can do some adjustments to your UV's by brushing on where you want the UV's to be denser or less dense. This in combination with the controlpainting gives you pretty good control of what you're doing. I'm very happy with it, it does a great job unwrapping both complex and simple models, highpoly or lowpoly doesn't matter. I unwrapped a half a million poly laserscanned triangulated mesh within a few minutes time. / Magnus
  13. You assume that i didn't try it ? hmpf. I have tried it numerous times, i tried importing objects with as little as 50,000 polys and 3DC chokes with even such relative lowpoly meshes. You can't work with them, try texturepainting and you have some serious lags. What's the point of importing a mesh into 3DC if you can't do anything with it.. Then again, you probably have a much better monstermachine than i do so it all runs supersmooth and in realtime for you. / Magnus
  14. It's probably raw triangulated meshdata exported from some highend CAD app, which explains the highpolycount and ofcourse multiple meshes with extreme detail. It would not work well importing a 10+ million polymesh into 3DC, it would choke instantly on such a big model. / Magnus
  15. I have not read through the entire thread but as i understand it you have trouble painting textures on your highpoly mesh Brett, why don't you simply polypaint it directly in Zbrush. Paint each map here, export them out and map them onto your mesh and build the final material with the different maps you painted in Zbrush. Then you don't have to rip your hair out when you attempt to do it in 3DC. That's what i do and it works just fine for my highpoly Zbrush sculpts. / Magnus
  16. This is not the same mesh as i used, this one has a slightly higher polycount than my mesh. But test with this and see how well it works, if it works at all.. Download / Magnus
  17. Andrew: The size of the texture set for the whole mesh doesn't really matter that much, i have tested with resolutions varying from 512x512 up to 4096x4096 and i get the same type of lags whichever i choose. The lag becomes severe when using any level of subdivision on a object you import, it doesn't matter if it's a high or low level of subdivision is because 3DC will be awfully sluggish and slow, and ontop of that if you use big brushes well then you can simply forget about painting anything. One more thing is when brushes regardless of their size approached the edge of a object, then painting suddenly stops and you end up with weird looking strokes, they sort of cut off as they try to paint over the meshes edge with a background behind it. It would probably be better if you they would continue to paint even when you pull your paintcursor off the model to avoid this cuttingoff phenomena. These issues occur across the board, it doesn't matter if i try it in per pixel painting, microvertex or Ptex mode as they all behave the same. / Magnus
  18. My hardware specs are.. -Q6600 2.4ghz - 8gb ram - 8800GTS 640mb graphicscard - Windows 7 64bit Or do i have to buy a i7 overclocked to 4ghz with 24gb ram, fastest graphicscard available just to paint colors on lowpoly models.. i can't imagine that the minimum hardware requirements should be that high for 3DC now. As i said earlier here, same lags happen in both DX and OGL versions, there are no differences at all, it happens with with both lowres and highres textures on the model, with small brushes but not to the same degree as it does with bigger brushes, it happens all the time which makes the program pretty much impossible to paint with. / Magnus
  19. Well when it lags when you paint with a 16 pixels black color brush on a 1024x1024 blank white texture on a lowpoly model then there has to be some pretty serious issues in the core of 3DC. / Magnus
  20. What i've done is use standard brushes as various sizes, no textures used and it still lags like hell. Small brushes work okay but you can't make fast strokes then you will get jagged dotted lines which is unusuable for serious work. Textureresolution for the mesh set higher than 512 pixels square makes it lag a lot too. I used to paint the very same stuff, colors on lowpoly models before without any issues like this. It seems to be something that happend in the recent versions. Also bigger bruses causes serious lags and slowdowns. / Magnus
  21. Am i the only one who have major lags in 3DC when using the paint tools ? they're so slow i cannot even make one single stroke without waiting for 3DC to update the stroke on the model, and when it finishes the stroke it looks like a dotted line. same problem in both DX and OGL versions. I never had these issues before, it's only now in the latest versions. And it's on lowpoly objects too, no highpoly stuff. / Magnus
  22. I fail to see the logic reasoning why people would not want this type of tech in 3DC. It shaves hours of work and improves the quality for all who do texturing, and then you wanna sell that as a separate module ?! / Magnus
  23. This new 'rigging' thing for 3DC looks a bit too much like ZSphere 2's capabilities, it's awfully close to a ripoff which could cause unwanted legal problems. / Magnus
  24. One odd thing i come across is when i import meshes for either lowpoly or highpoly painting and allowing 3DC to automatically UVmap the imported model. I cannot paint the imported mesh unless i open up the UV editor window, then i can paint in the small UV window. This happens in both the DX and the OpenGL versions. / Magnus
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