Advanced Member michalis Posted March 17, 2012 Advanced Member Report Share Posted March 17, 2012 Some more tests on older 3.7.01 and the last build. It seems that the issue existed already under the LWO format already. Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 17, 2012 Author Report Share Posted March 17, 2012 Michalis, hopefully this time problem is easy to solve. Probably you checked option Coarse (sharpen) mesh in export dialog Just uncheck it. Probably you checked it accidentally. If you have not cheched it but mesh is coarse - then we will discover it deeper. This option is elso present in retopo menu. Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted March 17, 2012 Advanced Member Report Share Posted March 17, 2012 Oh, indeed this was the problem. Thank you. It seems that the two 3dc installations don't share all the preferences. Link to comment Share on other sites More sharing options...
Advanced Member BurrMan Posted March 17, 2012 Advanced Member Report Share Posted March 17, 2012 Lol...... 3 Link to comment Share on other sites More sharing options...
Carlosan Posted March 18, 2012 Report Share Posted March 18, 2012 Hey, You can go to the first page of this thread to find the most recent updates...it will install over top of your previous install. You can always re-install a previous version if you find it too unstable. ouch... there is no way to install stable and updates at the same time... and to have 2 versions running ? Link to comment Share on other sites More sharing options...
Contributor LJB Posted March 19, 2012 Contributor Report Share Posted March 19, 2012 Silly little bug, I was screen sharing the other day with client and the old Paintroom refresh bug is back. The one where after baking the paint does not showup on the model but if you switch to the Render room its baked out fine. not only does the baked colour not show up but the brushes dont function. Saving the scene and restarting 3d coat sems to work every time with the scene loading as expected. and things functioning as expected. Sorry i should say after merging, not baking. Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 20, 2012 Author Report Share Posted March 20, 2012 Updated to 3.7.08 (Win) - Specularity supported in voxel painting. Warning! You should re-assign default shader with RMB click over shaders panel to get it to work. If you still not able to paint specularity - delete MyDocs/3D-CoatV3/Shaders/Custom/ - but preserve imprtant for you shaders. All shaders was re-written, so older ones will not support specularity. - 3D-Coat will support import/export of objects that use tiles instead of UV sets - like from Mudbox. Example - how it works - http://www.3d-coat.com/files/Import_tiles.png - Fixed several problems in pose tool. - UI adjustment (even longer menus will fit into screen) - bit.ly/zAIPas - fixed problem of rectangle/lasso painting without antialoasing in some cases. - fixed several important bugs that are hard to describe. Link to comment Share on other sites More sharing options...
Advanced Member stusutcliffe Posted March 20, 2012 Advanced Member Report Share Posted March 20, 2012 Thank you Andrew! ( I find ALL bugs hard to describe!! ) 1 Link to comment Share on other sites More sharing options...
Advanced Member 3DArtist Posted March 20, 2012 Advanced Member Report Share Posted March 20, 2012 Thanks Andrew. Looks like the voxel sketch tool rotation bug is back. Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted March 20, 2012 Applink Developer Report Share Posted March 20, 2012 Nice to see Tile update. One thing about texture naming. Now when you export textures from 3d-coat it names textures like this: Object_default_color.tga Object_Tile_1_0_color.tga When it maybe should be: Object_default_color.tga Object_default_color_1_0.tga Link to comment Share on other sites More sharing options...
Javis Posted March 20, 2012 Report Share Posted March 20, 2012 Thanks for the update Andrew! I really like the multiple UV tile support, awesome stuff. haikalle, that would be good. Better still would be some user customizable naming defaults. Perhaps some kind of input in the options panel? Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 21, 2012 Author Report Share Posted March 21, 2012 Thanks Andrew. Looks like the voxel sketch tool rotation bug is back. please explain a bit. Link to comment Share on other sites More sharing options...
Advanced Member 3DArtist Posted March 21, 2012 Advanced Member Report Share Posted March 21, 2012 please explain a bit. Using "rotate around current pick point" and activating sketch tool in the voxel room, when I try to rotate the camera the current pick point (pivot of rotation) is somewhere off the screen which results in unusable navigation. imo the current pick point should be set to the center of the sketch box. I have to switch to "Rotate around world center" for the sketch tool to be usable. I thought I saw a Mantis bug report on it but I cannot locate it right now. Link to comment Share on other sites More sharing options...
philnolan3d Posted March 21, 2012 Report Share Posted March 21, 2012 Something has irked me for a long time. The UI isn't saving the way I like it. When I first load 3DC there is a floating VoxTree panel that shouldn't be there and in the Voxel room there are two extra tabs for Model and Spline, while the two thatshould be there are blank. So every time I load 3DC I have to reload my saved workspace from the menu. Link to comment Share on other sites More sharing options...
Member space Posted March 21, 2012 Member Report Share Posted March 21, 2012 Thanks for the tile update, it's very useful Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 21, 2012 Author Report Share Posted March 21, 2012 Updated to 3.7.08A - Win - due to sketch tool problem - fixed problem of Sketch tool - incorrect shading (was result of speculatity introduction) - improved naming of tiles - if material hovers whole tile new UV set will get name of that material and material will not be renamed. Link to comment Share on other sites More sharing options...
Javis Posted March 22, 2012 Report Share Posted March 22, 2012 Hi Andrew! Thanks for implementing wider support for the various UV tiles, much appreciated! I've been working with it extensively since you released the last build, and it's great, but there are a few niggling things, all centered around how it is implemented. Basically everything boils down to, instead of importing the UV map exactly as is, it creates multiple UV sets and of course as you know, exports them out correctly by converting the name to their corresponding coordinate on the UV map. It's actually on the slower end when working with it in this form, and it's also difficult to paint on meshes that are in a different coordinate while using the UV texture editor. So that said, do you think it would be possible to implement full on UV coordinates in the UV texture editor and in the UV editor/UV room? See the attached screenshot for an example. Thanks! Link to comment Share on other sites More sharing options...
Advanced Member juanmanuel Posted March 22, 2012 Advanced Member Report Share Posted March 22, 2012 +1 Link to comment Share on other sites More sharing options...
Advanced Member Roger_K Posted March 22, 2012 Advanced Member Report Share Posted March 22, 2012 UV tiles thank you Andrew, this is a big thing for me!! Link to comment Share on other sites More sharing options...
Advanced Member manticor Posted March 23, 2012 Advanced Member Report Share Posted March 23, 2012 Hi Andrew If you are currently working on emmisive stuff it would be nice to add a post process glow effect to show it off in the render room Link to comment Share on other sites More sharing options...
Member Eric Cosky Posted March 24, 2012 Member Report Share Posted March 24, 2012 Hi Andrew If you are currently working on emmisive stuff it would be nice to add a post process glow effect to show it off in the render room Is emissive stuff really on the roadmap or is this just a hopeful post? This is the first I've heard and it would be fantastic news, but I won't believe it until someone can share a link with more info. I hope it's true! Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted March 24, 2012 Reputable Contributor Report Share Posted March 24, 2012 Is emissive stuff really on the roadmap or is this just a hopeful post? This is the first I've heard and it would be fantastic news, but I won't believe it until someone can share a link with more info. I hope it's true! Here ya go. It is a few post down from the top plus a link to what the first test looks like in another twitter post... http://twitter.com/#...!/andrewshpagin Link to comment Share on other sites More sharing options...
Member Eric Cosky Posted March 24, 2012 Member Report Share Posted March 24, 2012 Woohoo! Link to comment Share on other sites More sharing options...
Advanced Member 3DArtist Posted March 25, 2012 Advanced Member Report Share Posted March 25, 2012 To add to the list, can the spec map in 3DC be broken up into Spec and Gloss maps as well? Link to comment Share on other sites More sharing options...
Advanced Member manticor Posted March 25, 2012 Advanced Member Report Share Posted March 25, 2012 +1 for gloss Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 28, 2012 Author Report Share Posted March 28, 2012 Win/Mac/Linux builds updated to 3.7.08B The only change is fixed Autopo that was not accepting density painting correctly. 3.7.08B expected to be stabe - at least better than 3.7.01B that is in regular downloads because many important bugs fixed there. Next build (3.7.09) will introduce colored specular and emissive for voxels, ppp and mv. Link to comment Share on other sites More sharing options...
Member 3dnv Posted March 28, 2012 Member Report Share Posted March 28, 2012 Thank You 4 all your hard work!! Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted March 28, 2012 Reputable Contributor Report Share Posted March 28, 2012 Thanks for all your great additions and work on 3DCoat. There are so many ways now of using 3DCoat for creative work. Any plans on the improving the renderer inside 3DCoat in the future.? No time frame, just curious... I noticed on the download page that under the "List of Changes" that the last two versions are incorrectly named. 2.7.08B and 2.7.08A Link to comment Share on other sites More sharing options...
Advanced Member wailingmonkey Posted March 28, 2012 Advanced Member Report Share Posted March 28, 2012 Next build (3.7.09) will introduce colored specular and emissive for voxels, ppp and mv. Link to comment Share on other sites More sharing options...
Member Eric Cosky Posted March 28, 2012 Member Report Share Posted March 28, 2012 Next build (3.7.09) will introduce colored specular and emissive for voxels, ppp and mv. Thanks so much for bringing these features, I expect to use these all the time and I'm very happy to hear this is coming soon. A couple questions though: Will it be possible to continue to treat specular as a monochromatic value? Will we be also able to use emissive in a monochromatic mode that multiplies against diffuse (or will it always be a color value)? Some game engines (like ours) packs specular, emissive (as a multiplier of albedo), AO and reflection factors into a single 8888 texture is why I ask; it would be convenient to be able to continue to author specular in monochrome mode and being able to manage the emissive channel in the same way would be helpful. Thanks again for continuing to make 3D coat even more awesome! Link to comment Share on other sites More sharing options...
Recommended Posts