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artman

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Everything posted by artman

  1. this has been fixed a while ago. Please try latest build, It works fine on my side in 4.1.03
  2. I dont see enough Trim brush strokes on your rock otherwize there would be more sharper areas...really get the sharp/chipped form first then move on to add surfce dents n stuff..
  3. I do this kind of stuff really easily using my trim preset,then I go in with polish preset to refine/bridge some areas and inverted clay brush to make indents. I dont have picture to post but I get as if not cleaner/sharper result than image above. You can find the presets under preset tab in latest update (4.1)
  4. you can do what you do with cloth tool directly in merge tool,there is pick from retopo there too. About retopogroups you can use select all faces from this layer and then use Clone tool from retopo toolset. (there seem to be a little bug on my side as a few empty retopo groups are added along the full one...strange,I'll report later)
  5. Andrew would it be hard to implement vertex paint in SF/LC brush....this way we could make matching sculpting/color/spec and do great brushes ? Is it something planned at some point in future on roadmap? Also it would be great if one day paintroom Fill tool would somehow add depth to SF mode mesh too.Same thing for Materials tool color/depth/spec could be painted directly in SF mode ....
  6. Questions to Andrew or anyone else: 1)How do I change panorama image from view preferences,if I choose another image in preference menu the panorama stays the same. 2)How does environmental display work? In which mode? I tried voxel mode with various shaders,paint room ect...when selecting Environment display from view menu nothing change,also I tried loading different Environment sphere maps from preferences and nothing happens..,, thanx
  7. I like this spaceship,its very cool you have good design skills (not given to everyone) I think you should spend time refining your sculpts before jumping to lowpoly... because they have great design value and refining is much easier than getting a good ,original design (its just more boring to do ..haha) Design is the hard work, now you just need to do the boring work...imho It will make your gamemodels much more interesting up-close. Just my two cents.
  8. Unreal4 eats Unity for breakfast as far as feature goes....its like comparing Blender with Maya....
  9. if your uv shells are layed out properly, DDo is a better timesaver as it litterally make details for you, while in Substance designer you have to build all your scratches masking and noises fiddling with nodes for quite a long time to get DDO outofthebox quality level.DDo also gets your gloss/spec totally insync with chosen material while in substance designer you have to figure that all out by yourself. But someone really good with Substance Painter and with a good substance Library can paint those details pretty quickly. So I guess this is why substance painter was made...it really speeds up the areas where substance designer is slower. But for people doing environnement work DDO is just pure magic... Buying both is really not wasted money....
  10. you can make yourself 3DCoat voxel shaders corresponding to Ddo material id colors swatche so when assigned to voxel volumes they all gets bakes and load proper materials in ddo...its very cool combination. For normal map well,...Xnormals is still superior as it offers antialiasing 2x-8x and 3dCoat do not.Also 3DCoat does not bake true occlusion and curvature maps.... As for a 3DC plugin...well,3DCoat only have one shader in ppp mode....DDO,Substance DEsigner ect..all works together in order to provide integration with pbr display of shaders in engines (like marmoset ,unreal ect..) So to have a 3DC/DDo plugin Andrew would need to give access to those kind of shaders in paintroom...I think 3DCoat is really far behind on this matter,Im not sure Andrew understand the importance to jump on that bandwagon as soon as possible.Im afraid of a day when people wont be using 3Dcoat to texture anymore as integration is borderline inexistent... a little note on ddo: all videos showcasing ddos are using very carefully layed uv shells.... ddo works on Uvs shells in 2d and shell scale,position.orientation and separation is very important....it does not works as well on big unified UV shells covering many parts...also the feeling of succesive PS scripts running in your face is not as good as the instant feedback of Substance designer/painter.
  11. Selection falloff curve in Pose tool does not work using lasso/spline modes on my side (17A)
  12. Little bug: When I use Shift to smooth while a brush with RS is activated, polys are added after smoothing. I just want to smooth ...no needs for RS after smoothing, (although it could be useful sometimes so maybe should be added to SHift/CTRl+Shift rollout menus.)
  13. I loose it all the time...especially when minimizing/maximizing 3Dcoat. I reported many times....I think Andrew is not able to reproduce. Possibly a wacom driver issue..but that would only affect 3dCoat (thus a 3Dcoat issue haha).
  14. Im currently vertex painting a lot on a projecte,and "merge visible" layers merge layers to layer 0,always. Even if layer 0 visibility is off. I want to merge layers to another layer than 0.... Also,would it be pssible when importing .ply mesh with vertex color info to have color on another layer than 0. I bake abbient occlusion in meshlab and Im not able to use it (put it in Multiply over other layers) because it stuck on layer 0.
  15. I will investigate further to find good way to reproduce. I dont understand how it would have anything to do with brushes ,its just shader editing.Anyway,I will pay attention to brush selected. Maybe it has to do from editing copies of copies of shaders...I use only Lamblight and Cook-Torrance shaders. suggestions about shaders/texturing ect... If one day we could bake the specularity/rougness of Cook-Torance voxel to map it would be very powerful (like DDO and SubstanceDesigner) This is really the direction texturing apps are going nowadays. Right now 3DCoat bakes a global spec value,it would great if it could bake raytraced projection of maps neccesary to acheive same specularity in paintroom than shader display in voxel room . Also roughness (gloss map) is missing in 3Dcoat...its very important map channel .Specular map without Gloss map is very difficult to get a lot of material properties as most game engines use those 2 maps together to recreate nice physical apparence of materials. To be able to bake Lamblight/Cook-Torrance to maps would be very powerful feature because they can pretty much replicatte any material properties (metals,skins,leather ect..) Also to be able to load curvature maps inside Fill tools to mask out the filling would be awesome. Also,Fill tool is missing loading image file for specular channel...its there in Material tool it should be there in Fill tool too.
  16. here is file,I deleted all voxel stuff so its very tiny I also put crash report with. uv crash.zip On another subject: there seem to be quite some bugs with shader making at this moment: 1)when using Edit permanent shader ; clicking on colors inside shader opens 4 time out of 5 a random color instead of the color which was previously selected inside the shader. 2)sometimes when I try to make a shader from a Lamblight shader...3DCoat produce a weird cook-torrance shader with none of the color I choosed in Lamblight settings....happens a lot. 3)pressing Cancel also does not stop the creation of the shader .
  17. Im getting tons of crashes when in "mark seams" or "Edge loops" mode in Uv section of retopo room in build 4.0.17. I'll slim file (remove all sculpt volumes) and I'll send it to support tommorow with bug report. (3Dcoat does not let me send the usual bugreport ,it just generates a .txt ) Crashes happen after a few seconds not exactly when pressing button,but crash always happens.
  18. thanx for update and fixes. Could CreaseClay depth 0-100% be equivalent to 0-300% please? Small brush sizes only graze the mesh ,it does not even look like any stroke were made on surface unless higher than 100% values are used. (Im using intuos4 wacom default settings) Thanx.
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