Jump to content
3DCoat Forums

Carlosan

Custodian
  • Posts

    26,328
  • Joined

  • Last visited

Everything posted by Carlosan

  1. but there is a point of no return here To polish V4 means polish new features so... first needs to finish the developing, fixing the new bugs during the process. or... Stop Beta tools development, remove beta tools, and bug fix V4 ? How will be possible if V4 = V3 + Beta Tools ?
  2. All new release V4 have bug fixes... but there is not more development to V3 Next... back to the future report: ------------------------ ---------------------------------------------------------------------------- But but... the beta users are the bug reporters... How can they report new features bugs, if team devs freeze the new features development ?
  3. Multi-Res sculpting You can sculpt on any subdivision level to make gross shape adjustments while preserving fine detail you added earlier at a finer subdivision level. This also lets you add extremely fine detail without having to explicitly add more geometry in detailed areas.
  4. Well... sad you need to take this decision yes... randomly V4 corrupt the files when save its... i loose some works too. For my day by day work im using V3 ---------- Separate the stages is needed - V4: new features. If users need its, they can buy V4 or upgrade from V3. V4 is a new beginning of development until the release of v5. New features add bugs, so must be very clear what release is stable or unstable - V3: Stable version Users needs a truly stable version, ready for a day by day work. V3 was an stage of development from V2, and will be great to try to build an almost bug free version. -------------- some software add a comment: stable / unstable to their releases... why not 3DCoat ? and last... Will any moderator add the label HIGHLY EXPERIMENTAL to this V4 thread please ? regards !
  5. language is a barrier for me, sorry what i try to said ? Maturity: The elegant way* that the program can achieve correct results, economically optimized. Professionalism: The market has needs that must be resolved within the stipulated technical standards. * efficient workflow
  6. agree all the development teams can have/adopt/copy ideas, and make its work but... those ideas must work with efficiency, not just to be added like a new feature from my point of view... this is one indicator of the maturity and professionalism of the software
  7. well... i downloaded the .stl just to try substract - fill voids in voxel mode or fill holes in surface mode dont solidify the object... just fill some holes in a random way but not fill all. - thin shell use the inner and outer geometry - autotopo try to retopo inner and outer geometry too at this point the only way is manual retopo, and use the exported .obj for substract
  8. hmmm... how do you do it ? Which voxel define measurement units are you using ? And Enable Grid 2D mode is on ? 2048px per 3 meters is my usual scale ty -------------------- I duno if any1 need the link below but... How to figure out texel density and texture scale http://dl.dropbox.com/u/70400220/Scale_reference.zip It contains two PSD files with character reference scale for texture. First one is for texel density of 256px per 1m. Second is for texel density of 512px per 1m. How to use: Setup in photoshop grid. I recomend major grid lines every 256px with 4 subdivision. Copy character from desired file into your texture. Do not scale characters. Now you can see the scale of details object on texture in comparsion to character. Characters have about 1.75m. Now keeping consitent scale across all textures shouldn't be a problem. It will also make easier to keep consitent texel density across all objects. Source http://www.crydev.net/viewtopic.php?f=291&p=1069273
  9. As long as your content is RGB+A with 8 bit per channel, PNG, TIF and TGA will work. PNG, TGA and TIF are lossless formats.
  10. same here, you cant let the "root" layer alone always must be a sublayer below root make a new one... and the old layer can be deleted
  11. is the model file size big ? will you attach it here ?
  12. welcome aboard Kitbashing free models here at 3DC site resources: http://3d-coat.com/download/3dcpack/file-list/?tx_neofileshare_pi4[cat]=8
  13. Sculpt a new voxel following the stl perimeter with layer density [2x] or more * make it a little small in size than the original one When done: Select the original stl... RMB > Substract from the new voxel sculpt Interior spaces must appear I tried it with a small prototype... but your stl is very high hope this help
  14. Ty LJB, Receive your words is a great incentive because I think your work is outstanding
  15. sorry im asking this but... the comp needs to be connected to inet to activate... have you any firewall blocking ?
  16. Agree Thinking about V4 new features... for me today an optional node system in the Paint Room is a must. ---------------------------------------------- Mental MiIl nodes system is a good example
  17. in V4 you dont see it ? http://3d-coat.com/forum/index.php?showtopic=10395&st=0
  18. 1 possibility In voxtree Rmb menu select "To global Space" second possibility for custom axis IN Symmetry, deactivate lock symmetry plane then pressing TAB... you can move the axis to your own place.
  19. for 2.65 release: "Cycles: Brecht van Lommel will add some more nodes, but nothing major (ao, normal map, transmission bsdf)."
  20. try change settings to: camera background vertical gradient
  21. cool I duno if you need it, but there is an oooooold tutorial done for early 3DC versions, but nice to read -tools are very different, take care about it- Helmet tutorial http://3d-coat.com/tutorials/3d_helmet_1.html
  22. hmmm... hard to cut may be is better to separate the model in blender first, and then merge 2 .objs
×
×
  • Create New...