Jump to content
3DCoat Forums

NinjaTaco

Advanced Member
  • Posts

    147
  • Joined

  • Last visited

Everything posted by NinjaTaco

  1. Unfortunatelly it still doesn't work for me.. When I do automapping. It just builds one UV set even with multiple materials.
  2. Sorry your example file doesn't work. Notice I see one sphere and the cube and plane are gone. How am I supposed to work with UVs like this. It doesn't support multiple uvs. 3dcoat really needs to support working with multiple sets of uvs.
  3. Yeah. Puntoit understands.. It is about uv pixel space. Carlosa. 6 uvsets... 6 materials.. does it still export 6 images or just 1 color image? Simple example. A floor and sphere. The floor is unwrapped and and when you look at it uv map. It takes up the entire space.. It doesn't take up a quadrant or a corner.. it fills the entire space. The sphere is also unwrapped and it fills the entire space.. And because of this they cannot share the same texture image because the UV for the floor and the sphere have overlapping UVs. But if the floor and sphere are imported into 3d coat. it merges the 2 objects uv maps into a single uv map even if you maintain uvs on import it still treats it like one uv map. So if I try to paint goes on the floor and part of it on the ball and vice versa.... see the images below. just need separate texture images for separate objects with separate uv maps. right now 3dcoat just packs it all into one image. Notice on the raw import. That when painting on the ball the same strokes appear on the floor. That is because they share the texture space and overlap. notice image Step 5 to Step 6. The pixel loss is obvious. If you notice the last picture the pixel loss that occurs with only 2 objects. The pixel loss for textures gets worse for every object that is added. Which is why they have to have their own separate images and separate uv maps for quality purposes.
  4. Can you show me a picture of your uv layout for one of the objects? How many color images were generated upon export (not spec or depth)? Can you show me a picture of the color image/s exported?
  5. I don't want this on one uv map. I want multiple uv maps that have their own space. And no.. ramming every single objects texture onto a shared 8 k square is ridiculous. Because for every single object that is added the resolution drops for everything as a whole because they would sharing the same texture image space. Even bodypaint3d supports that and maxon hasn't done much with that part of c4d for ages. Seriously nobody here textures rooms?
  6. I am a bit surprised that 3dcoat does not support multiple texture images at a single time. It only handles one texture image at a time that only has color depth specular. Currently. In order to texture a room properly. The user has to export each and every single piece of geometry that is supposed to have it's own uv map and texture. Then import it into 3dcoat. Not having the ability to paint a room all at once basically means I have to spend a bunch of time exporting and importing and exporting again from 3dcoat... So if I have 33 objects in my room that need to have their own unique textures. I am going to have to that 3 step process for all 33 objects. that is 99 steps of importing and exporting that will need to be done in order to texture a room. And that is not to mention the rebuilding of the shaders in the 3d application for each object but that is something else.. It just amazes me that this thing is approaching version 4 and it can't do this. Does the 3dcoat community just not make rooms or something? This is absolutely ridiculous. Why even support multiple shaders if it all gets packed into the same uv mapping space, that feature shouldn't even really exist because it doesn't do anything.. Why does it give me the option to have a texture for each object when in fact each object's texture is simply getting packed onto the uv space. Why even do that?
  7. How do I access voxel paint? When I go to the paint tab there is nothing there.
  8. FBX exporter is not generating fbm folder with textures. Lack of fbm folder almost defeats the purpose of having an fbx exporter.
  9. Standard polygonal modeling tools would really compliment the topology tool set. This would of course would be a huge feature to implement. Maybe something for 4.0? I'm only throwing this out there.. Cause Andrew does an amazing job with everything else. (I wonder if he ever gets tired of hearing that?) So maybe something to hope for maybe in the future perhaps? I admire Andrew's tenacity to continue working on the voxel tools and other tools.
  10. No.. there are no layers. subtools yeah. layers no. background images kinda pointless without multiple view panes. As for speed. It's not a matter of hardware.. It's too easy to hit the wall on a multicore machine with cuda. Fine details can't really be sculpted practically. No layers and too slow... Retopology lacks realtime slider interaction. Not the same. Hopefully regular sculpting sees some love.
  11. Voxels are fun to play with and doodle with but is horrible when deadlines are looming. Great for hobbyist bad for production at the moment. It needs a lot of stuff to be production friendly. (meaning, when on a deadline..) Stuff that I feel is badly needed.. -Raise and lower subdivision levels to modify larger details. -10x greater speed. I hit the wall all the time. This really kills the creative process. -Layers -Sculpting fine details -Intelligent retopology with rings. Rings are everywhere in good topology. If I can draw two lines and tell use a slider to fill in that area with X number of rings and conform to the surface. That'd be a great start. Doing this manually is still very slow. -Background image panes. I always sketch out my designs in 2d and move them into the background. Voxel sketching is not a good way to rough out 60 or more designs especially on a deadline. -Masking tools. I've read that layers and subdivision levels are either really difficult to achieve or impossible with voxels. These things are needed. If they can't be done then I ask that voxel development be halted and the sculpting tools get much more development.
  12. Really? Well maybe you could hook us up with a zbrush camera navigation preset. I already tried making one, didn't seem possible.
  13. I don't think you need to worry about people misbehaving at siggraph like they do on forums. People are always going to act outrageously on the internet because they feel safe and anonymous. In public though people typically try to contain themselves. Also many companies are paying their employees to attend, so they have to act professionally.
  14. Voxel sculpting doesn't work anymore on my machine. It worked the first time I installed 3.00.05 cuda 32 bit. But now when I open up either DX or GL version and start with a sphere the surface disapears as I paint on it. Also it crashes now, says it's running out of memory.
  15. I doubt anyone is going notice these criticisms or care....
  16. In 32 bit windows cuda. 87. The voxel stuff always starts up with a solid black shader. It's no problem to get it out of that.. But it's just a weird default setting. As for v3 being released. Maybe wait til E3 is over? I would hate to see version 3 overlooked because of some video games. But whatever you think is best Andrew, I'm sure it will work out fine.
  17. Woo.. Just downloaded a85. Haven't done any texturing in the last few days. A few new UV tools is perfectly cool with me. I'd love to see more uv Tools. I think 3dc has the right idea for handling uv mapping. Just needs some expansion. I haven't sculpted anything in a while. I know the rapid tools were added a few months ago. I like em. New UI is also nice. Andrew, amazing as usual.
  18. It's a bit of a silly post when you can just as easily say that UV mapping, which is a basic feature in 3dc is already available so it should be improved. That and you can also say the same for features that you are asking to be improved. "You can't easily rotate your pen" "you can't save a pen with custom settings" Other free software packages offer those features, So Amber please don't ask for features that have already been offered in other applications. Just use the other applications that offer that feature. Basically your post says, you want your requests to be answered and don't care for the feature requests of other users.
  19. Ability to tweak uv vertices in the texture editor is now broken.
  20. When freeze and hide are active. It'd be nice if the icon was illuminated a particular color to or some kind of notification that freeze is active. Also be nice if there was a way to know the number of polygons hidden Maybe there is something like this already I just haven't noticed it. The freeze tool is a bit confusing to use. Maybe it could be easier to use. Combo tools might be interesting. For example. User left clicks the paint bucket and then could right click how it applies that operation. So if the user wanted to erase large sections with paint bucket. Left click paint bucket then right click erase tool. Maybe there could be a special way to illuminate the icons to indicate the tools are in combo mode. I miss the ability to erase a particular layers color, specular, or depth by just selecting the active mode and pressing delete.
×
×
  • Create New...