Jump to content
3DCoat Forums

funshark bugs report & features requests


funshark
 Share

Recommended Posts

  • Member

I create one topic for all my suggestions since it's more easy to follow.

-------------------------------------------------------------------------------------

|| BUGS ||

|| FEATURES ||

- Ability to close each opened window with a click on a cross button

- A single window for brushes parameters, and an other one for presets. Actually we have some parameters on the top and some on the right, and presets we cannot change on the left. A bit too complicated.

- Having Cursor image changing when we activate the color picker ( to understand we are using it ).

- Separate, into the menu bar on the top, things related to the 3D view rendering and things about windows hiding/showing.

- Possibility to switch between linear interpolation and no interpolation for texture. ( Like in the pic above )

-------------------------------------------------------------------------------------

Feel free, any of you, to comment any of my lines, please. I want to know what people think.

Link to comment
Share on other sites

|| BUGS ||

- The rendering of the texture in 3D view is weird. There is many glitches on color borders already in and on borders of painted stroke. It's difficult to have precise feedback and to do precise work.

Please explain, show sample/screenshot.

|| FEATURES ||

- Ability to close each opened window with a click on a cross button

- A single window for brushes parameters, and an other one for presets. Actually we have some parameters on the top and some on the right, and presets we cannot change on the left. A bit too complicated.

- Having Cursor image changing when we activate the color picker ( to understand we are using it ).

- Separate, into the menu bar on the top, things related to the 3D view rendering and things about windows hiding/showing.

1) agree 100%. Will do in one of updates.

2) Also agree.. Not so easy as(1) but I will move in this direction

3) Easy, will do it soon

4) Agree, there should be separate View and Window sub-menus. Also easy to do.

Link to comment
Share on other sites

  • Advanced Member

Do you use an Hypernurbs (to smooth the model) modifier with Bodypaint ?

If you use some, what kind of Uv smoothing do you use ?

In 3d coat, wkat kind of Uv smooting did you select, when you loaded the model ?

Link to comment
Share on other sites

  • Member
Do you use an Hypernurbs (to smooth the model) modifier with Bodypaint ?

If you use some, what kind of Uv smoothing do you use ?

In 3d coat, wkat kind of Uv smooting did you select, when you loaded the model ?

I don't use anything specific in bodypaint. I open my mesh in maya and then i switch to bodypaint thanks to the plugin.

Then i deactivate all the fancy stuffs like lighting, to have better perception of colors.

It's a low poly mesh on the screencap; around 1800 tri.

In 3D coat, i'm using the default options. There is anything to do to have better rendering? If so, it's weird :)

Link to comment
Share on other sites

  • Member

ok

the bug i mentioned is typically what we have here http://3dbrush.kriska.hvosting.net/forum/i...?showtopic=1385

So it's related to texture resolution....

But, i don't understand why the resolution isn't good with default parameters. If we have to tweak this every time we load a mesh, this is not nice :(

Link to comment
Share on other sites

  • Member

ok.

I can't find how to change texture resolution to have better result.

I have tried :

- View > Uv-sets manager

- Edit > Change mesh and texture resolution

My texture is 2048*2048. It's the same in the two panels above. Nothing to change.

So, for me it's still a bug.

Plus, when i'm using colorpicker or brush on the mesh, the interpolated pixels under move crazily. It's obvious there is something with the texture rendering here.

I'm on a computer equipped by a geforce quadro with last drivers and i've tried both openGL and directX exe > same results.

Or maybe there is a fancy option to activate somewhere?

Link to comment
Share on other sites

  • Member
Please set mesh resolution to 4M and texture size 2K x 2K and you will get much better result.

There is per vertex on the patch painting, so mesh resolution is important.

Ok, the 4M resolves the thing...

I had lowered the mesh resolution because i thought i don't need so much poly since it's a low poly work and i want to see precise uv on tri .

Why this choice?

Link to comment
Share on other sites

Ok, the 4M resolves the thing...

I had lowered the mesh resolution because i thought i don't need so much poly since it's a low poly work and i want to see precise uv on tri .

Why this choice?

Painting is performed not on uv-set directly, but on microvertices. Every face divided into patch and painting is performed over that pach. It is like ZB's vertex painting but better because there every face is divided into 2x2, 4x4, 16x16... subfaces but 3DC divides on NxM subfaces - proportionally to edge length.

Direct painting over uv-pixels will be available in 3.0

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...