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artman

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Everything posted by artman

  1. the ones on the thread are ok,the one in 4.1 update too. (they are both valid and nearly the same I think) Its just that build 4.1.08B seems to have resurected old presets instead of usual 4.1 presets. Very crappy bulge preset i made is there along with very old greeble brush based on GeneralBrush that required a strip to work (I made much better version latter, that do not require a strip)
  2. Have a nice vacation!!! First iteration of noise tool is very cool and promising. little issue(not urgent): very old versions of my presets seems to have found their way into build 4.1.08B,I really dont undertsand why as they were supposed to have been deleted....those were not in previous builds.Some are potientially unsafe(use general brush) or just lesser or redundant versions of more recents presets. Please clear and restore presets that were to go along 4.1 update.
  3. the themes are fine imo.I don't know for others but for myself Im not participatiing because I simply dont have enough free time.
  4. sorry,you're right you can only selct folders. I forgot because my presets only use like 5 alphas in a single folder. What you can do tough even if its alittle boring to do . Is to transfer the alphas that are used in a standalone folde and reassig/update each of your presets. As I said its gonna be a little boring to do but you'll get a very lightweight pack that will also benefit you ,especially if your presets are your main tool/brushes.
  5. when saving a .3dcpack file you get to choose any alphas you want among your folders individually. dont use the .preset format. Just use the .3DCpack format where you can choose alphas/presets individually all togethher.
  6. nice sculpt,glad to see you back love the hands a lot. I dont like the face tough.. Im not really sure why lol,cant put my finger on it.
  7. love the Flak cannon ,very clean
  8. How does the release day of the updates has anything to do with when the work is done?? I dont understand the logic behind your question. If betas were mostly released on tuesdays would it imply Andrew only work on tuesdays??
  9. a weekend project?? I really don't understand the meaning of this question.
  10. 2048 or 1024 does not makes a big difference in Coat IMo...maybe Zb more. The extra express keys are always welcomed tough. The thing with intuos4 /5 is the replacable wire.... I had to buy 2 Intuos3 because the wire broke (*Im really careless...) so in those days I would have bought an Intuos4 instead for sure. But I would say if you only need nibs and a sheet don't bother spending the money....especially if you kept your tablet in good condition.
  11. awesome!! hope its compatible with Freeze andwill be able to save/load noisespresets .
  12. just posting to state that hahah Its only 1 channel either albedo (color),alpha or occlusion...it does not support Specular (while you still have specular/gloss settings in the shader but no maps to load to control them)So vertex paint is still more powerful to compose in 3DCoat even if renderer and shaders are more limited. But importing vertex paint in marmoset is great way to prepare marmoset shaders before retopo/baking,to have an idea how the color scheme is gonna look under specific sky cubemaps.Also Some 3Dcoat vertex painting early in the process can be good for art direction and even sometimes orient sculpting/design in new directions .
  13. awesome!!! its gonna be very helpfull, it may not seem like it first glance but its very important improvement for paint room.
  14. Thanx!!! (I noticed Pick tool is fixed too ) Texture-adjust functions works ok but I dont get preview window .... (anyway,preview should be onscreen like mudbox not in floating window with weird shader,that would be invaluable help when texturing0 Current workflow with adjust functions is mainly guesswork -adjust to approx random value -Undo if result is not good -Try another setting....and so on... ...so its not very good and steal a lot of time out of texturing process What would be even better is if all those things (mainly hue and saturation) were inside Blending tab of Paint layers instead. Now THAT would be very helpful...currently there is only brighness/contrast available. What do you think? other suggestions that would help a lot texturing (vertex paint): -Drag shaders to objects -Double click on object with Fill tool to fill continuous object (same thing with paintroom/sculptroom Freeze tool) -a way to get shaders tweak updated on multiple parts when editing shader settings ex:I make brass metal shader,I assign it to 12 objects...now I find out I want Roughness to be higher,currently if I change roughness to the shader I need to reassign it manually to each 12 objects...and I need to do that each time I change a setting inside the shader,lot of productivity loss -it would be very useful for vertex painting that Freeze -Freeze subobject would work for voxtree volumes or Double click on object with Freeze tool to fill continuous object ( paintroom/sculptrooml) (also Sculptroom Freeze tool should have "show/hide freeze" in "freeze options" just like paintroom Freeze, it is missing)
  15. Andrew Im currently trying to vertex paint a character in 4.1.06A and Textures-Adjust- Hue/Sat/lightness ,Brightness/contrast,RGB,CMYK ect do not work at all. Its very difficult (nearly impossible actually) to properly paint a character without those functions. Also when I choose "Edit permanent shader setting" I expect all the objects using that shader to be affected/updated by the edit .It only affect the current voxel layer....it makes it very difficult to tweak a shader that has been applied to multiple objects across a character. Also it would be good if someday we could save/load externally shader setup to a file (shaders correspondence to objects) Its easy to revert to a sculpting shader by applying it to all visible but its impossible after that to revert to the previous shaders that were applied to the different parts without clicking on each object again and reassign each shaders...its very counterproductive.... With save/load shader setup user could switch between a sculpting shader and colored shaders for final render easily. Im sure its not hard to implement since .3b files already store shaders allocation. Edit: also it seems old issue with Stamp Mode is back,it leaves tons of trails while dragging....I'll stop texturing for now until it is fixed,stamp mode is really my main texturing tool.... Good news is layer group seems to work fine (but I did not make an exhaustive use of them,a lot of things need to be tested further ex:specular modes ,lots of untested blending modes ect...
  16. Thats one cool game asset you got there!! love all the chipping/damage texture work.
  17. cool!! the tiny part in the middle really has a lot of details are you gonna retopo/bake it (I assume its for a game)?
  18. really came out great!! light scattering is a little clippy tough but I like the pose and all ,very cool
  19. About layer folders: I barely tested it ,just merely checked how it works a little but but I can already report 4 things: 1)(as mentioned by Beat) arrow when folder is in collapsed state need to be there in collapsed position otherwize its very confusing to understand which is a layer and which is a folder...of course also adding a little folder icon (or a different color) would be great to help distinguish quickly 2)Dragging a layer to an empty folder does not work,folder need to have at least 1 layer inside it to allow dragging (like voxtree) Its ok that voxtree work like that because parents are layers too.But folder are only folders so dragging inside empty folder should work correctly.(like PS) 3)Alt-click on layers is very erratic...layer visibility does not get singled out correctly like PS. 4)This one is probably very hard to implement,but you need to make possible to select multiple layers while holding CTRL for actions such as :deletion,changing blending mode,merging selected layers,changing opacity ect...and most importantly dragging. Im pretty sure its as hard to implement as layer group feature itself but it is really needed. The fact that 3DCoat only allow you to select one layer at a time is a major issue as its one of the very basic functionality of PS,this really needs to be implemented one day and I think now would be a great time to tackle such a task. I will paint a character tomorrow and report on blending modes ect...unfortunately its gonna be vertex paint so I wont be able to report about PS interaction. on another note: there is 2 big issues with voxel/sf Pick tool..... 1)it still work while user is holding alt .(very annoying as it keep selecting parts while trying to navigate) 2)it even work through dialog windows....so if I click "OK" in Resample dialog window it will pick the object that is under the button and resample it instead of my previously selected object..Even worse,just moving the dialog window around makes Pick tool select objects under cursors... (Im using Stylus not mouse of course so I dont know about mouse) Strangely it does not concern auto-pick....only Pick tool itself.
  20. Andrew please fix those 2 issues when possible in 4.1.04A 1)camera shortcut unselect current preset 2)camera shortcuts mess up transform gizmo and uncheck "leave rotated axis" Those 2 issues are really stealing worktime from me as I have to reselect and fix gizmo each time I change camera views and I need to constantly change camera shortcuts when I work.. Over long sculpting sessions i need to fix those literally, every 2 minutes it is really counterproductive .... Thanx.
  21. Very clean lines!! Great work really look like reference.
  22. Andrew when switching camera shortcuts while transform tool is selected,transform gizmo position is changed and Leave Rotated axis becomes unchecked. 4.1.04
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