The problem is that on my PC it takes forever... 32 GB RAM/i7/4GB video...
Maybe video may help, or it may happen in more "light" conditions.
And I don't recommend using too highpoly meshes in Pint room. It is intended for normalmap painting, 3 million polygons for Paint room is too much.
Try as you suggested, but with not too huge subdivision.
Also, have you enabled or disabled View->Show displaced mesh?
The entire Quixel Megascans library became free for all Unreal Engine uses.
Epic Games has just announced the acquisition of Quixel at Unreal Academy London. All Quixel Megascans are now free for all users with Unreal Engine. Quixel’s primary operations are said to remain based in Sweden, and over 100 employees across six countries have joined the Epic Games team.
“Building photorealistic 3D content is an expensive endeavor in game development and film production. By coming together with Quixel to make Megascans free for all users in Unreal Engine, this level of artistry is now available to everyone from triple-A studios to indies,” noted Epic Games Founder and CEO Tim Sweeney.
“Our mission at Quixel has always been to make the world more accessible for everyone through ultra-high-resolution scanning. As part of Epic Games, we’re now able to accelerate this vision as we grow the Megascans library, speed up the development of Bridge and Mixer, and improve integrations with all major 3D software and renderers,” states Quixel Co-founder Teddy Bergsman.
Ten high-resolution packs have become free on the Unreal Engine Marketplace. Also, you can get a collection of assets from the popular Iceland collection used for the development of the “Rebirth” cinematic short. Additional asset packs will become free on the Marketplace within the Unreal Engine 4.24 release timeframe.
What is more, Quixel Mixer and Quixel Bridge are being made free to all, regardless of engine choice or license type. All Quixel Megascans users can expect more downloads per month and more generous license terms.
Epic Games has also announced that starting with Unreal Engine 4.24, Datasmith suite of plugins, static mesh editing, and the Variant Manager will ship as part of the unified binary tool. As a result, the Unreal Studio beta will be retired upon the release of Unreal Engine 4.24.
Available now in Preview 1, Unreal Engine 4.24 has a bunch of upgrades and new features:
New nondestructive, layer-based Landscape workflows enable more interesting and engaging outdoor environments where the terrain automatically adapts to other elements in the world.
The Sky Atmosphere component generates a physically-accurate sky that can be updated dynamically depending on the time of day, and it can be viewed from the ground or from the air to create realistic-looking planetscapes.
The new experimental strand-based hair and fur system brings characters to life with realistic, flowing hair.
Screen-space global illumination allows for natural light-filled spaces using fewer resources.
The Live Universal Scene Description (USD) Stage Actor creates a direct link to the USD file on disk for faster iteration and better collaboration.
Project creation workflow now includes a wizard-style workflow centered around the industry or type of project you are creating so you only see relevant settings and tools.
As for Twinmotion, Epic decided to extend the free availability until the next release of Twinmotion (expected to ship in the first quarter of 2020). The update will bring greater photorealism, improved assets, tools to facilitate collaborative workflows, and more.
Learn more here.
I discovered EXACTLY what is creating the spikes - Adding a baked AO layer!! disabling visibility on the AO layer doesn't solve it, the AO layer had to be deleted and then from scratch the depth is normal across the seams painting over them!!
1. new project dialogue choose PPP mode
2. choose your sphere example or an iso mesh (the problem will exist for any model but just choose the sphere for quick test)
3.set to new UVs, subdivision to the max, full smoothing and 16k resolution
4.When the project loads bake an AO layer with default settings-this works fine but if you try anti-aliasing at 4x or x16 it will crash.. first bake with default and set blending to modulate2x so you can see the uv seam artifact areas.
5. To paint use a material that has 8k or 16k scanned textures with it's depth map added to the normal map spot.. it probably doesn't matter about texture resolution but for the sake of following steps I've been working with try downloading a free light colored 8k texture from https://www.rd-textures.com/product-category/freebie/?topCat=88 Destructed floor or concrete should be fine and easier to see the problem. If painting the surface doesn't displace then the 8k depth.tif file may need to be opened in photoshop and saved out overwritten with tif with the color profile checked.
6.When you make the material use the 8 k textures with the 8k tif file added to the normal slot. Set the size of all the texture s scale to 10% unlock the depth and set to .5 or .2 . The Depth texture set at a depth of 200%. This kind of setting is tweaked differently for each texture.
7.paint to the surface where the seams are shown with black artifacts, the black artifacts are shown here.. it should be completely white but that's only part of the problem.
8. after painting the surface, examine closely the edges, you should see spikes appear at the seam areas and realize the texture/depth isn't meant to have spikes, examine the depth map if you need to evaluate further. It's not a stage/window glitch.. you can disable and enable "show displaced mesh" under view, the spikes still remain and even remain after exporting the textures and setting them up in another program.
1.default AO settings with modulate2x (or set to emissive) will expose artifact areas with 16k project settings
2. you should find that baking with anti-aliasing is not stable and crashes 3DCoat
3. most critical is the observation of the spikes along the seams, the spikes are not part of the displacement map/textures, try using your own textures for comparison.
Maybe the problem is the AO layer not overlapping on the UV on a model with subdivision - it's not snug along the edges completely.. Maybe it's a matter of padding level & subdivision.
Thanks for your attention.
Sorry, that was an altered mesh exported from 3D Coat, not the file that I imported to 3D Coat.
Here is the original import file. Doesn't auto- retopo.
Test z 3dcoat object.zip
Custodian, thanks for the prompt reply.
I am attaching a zip file with my test object for the screenshots. In addition, I had attempted the same workflow for two other models. One model was more refined clothing, with uvmaps etc. The other model was like the test model except much lower mesh density (about 30 polygons). Thus far, auto-retopology has not done anything for me no matter which menu I use to initiate it or which model I use. I get the feeling that I am missing something extremely basic, such as a "Validate" button. I am following all the prompts and accepting all the defaults, yet nothing is happening.
Other functions seem to work. I've been able to start manual retopology. I've also been able to use the UVMapping functions.
retopo z try.zip
On topic 3, do you think though that you could make a new panel for this, and include all of these types of functions? It's especially maddening when using curves and that popup gets in your way. It's infuriating really. Years gone by now and that popup just blocks your view. Why not make a simple, normal, dockable panel for all this stuff?
The lower left box leads me to manual retopology. When I use it, and try to initiate auto-retopology from the menus, still nothing happens. I started 3d coat and chose he retopology start. I then chose the lower left box I navigated to a test object (largest fie in screenshot). My test object loaded. I right clicked on its name and a menu appeared. I chose auto-retopology. Three successive menus for retopology options appeared and I accepted the defaults by clicking "next."
Nothing seems to have happened.