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artman

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Everything posted by artman

  1. Have you found Ennis house? Andrew said he would ask them. It was a while back in very early alpha stage. I dont know...maybe they said no.
  2. To Center mass and To Main Axis would be a lifesaver in Pose tool Transform gizmo mode. Its very difficult to do some operations wihout those 2 functions. Please add if you can. (it would be even better if it had ALL options that are in transform tool)
  3. I asked Andrew about it a while ago and he has an idea of a new blending mode for depth that would solve this and the way he talked about it, it seemed easy for him to implement. I will remind him about it before 4.5 release if he forget.
  4. bug: If I select any of the default start up objects for per pixel painting and click Cancel 3dcoat stop responding then crash a few seconds latter.
  5. Clone tool works AMAZING !!! congrats, really big issue solved. We can now use it to properly break or reorganize painted pbr details across model. Also Layer Blending modulations all work on export now!! (for users who did not notice,previously all layer blending modulations to glossiness would not find their way into the map on export. It only affected glossiness display from inside 3DC....was really important to fix imo.) edit:awesome !! Layer folders comaptibility with glossiness/metalness fixed too. (you forgot to add it to beta7 fixes list) Its getting really close to a solid 4.5 build. now almost only Clip masking issue missing....do you have idea how to fix? ------------------------------------------------------------------------------------------------------------------ to other users: I cannot use the Transform gizmo inside the PBR preview window. Preview disappear or is displayed wrongly if I use gizmo instead of nav bar or if mouse/stylus cursor enter pbr preview widow while scaling/moving using the nav bar. I am the only one with this issue? Can other user confirm please?
  6. love this video!!! very good presentation...imo best 3Dcoat video since Bay Raitt's speedsculpts. https://www.youtube.com/watch?v=_fb5tHXpCPs#t=62
  7. If you are using textures as diffuse instead of a plain color change color mode from "modulate" to "replace"(change the * to the arrow) your preview icon will show diffuse textures.
  8. This is were I think I misunderstand is you saying pbr materials are useless when starting in ppp..... The only thing that is not working is baking a nice ao map for lopoly.Not all pbr materials require Ao map. Everything else works perfectly fine.
  9. I dont understand what you mean by "unusable" you dont need any baking with pbr materials on lowpoly,normal map is taken into account inside cavity map just using Fill tool is enough no baking needed... edit:or you mean you can't get AO map for pbr material creation...thats another matter. PBR material themselves works really well on lowpoly meshes...there is surely a way to generate good AO using only lowpoly in 3DC. Beat seem to say it looks fine when baking it from itself in Surface mode....maybe you should try that.
  10. once the ao is baked to vertex as diffuse it can be baked to lowpoly using that tool. But you cannot generate Ao maps from texture baking tool unfortunately.... Maybe importing to SF mode wihtout voxelisation and then bake...but I never tried it,I really dont know if Ao map is gonna look nice...
  11. i never baked from lowpoly I dont know what best route is.... there is probably some good tutorials on the net. Personnally I always use Xnormals but I bake from hipoly , I dont know how results looks like when baking using lowpoly mesh...anyway calculation must be pretty fast so making a few test should not be an issue.... I also recommend looking into Knald it seems like a pretty cool app to generate Ao maps. Edit:Ok,from 3DC personally I would merge to voxels to hi polyount....bake AO from paintroom to vertex paint then use lowpoly as retopo mesh for baking. Advantage of this method is you can bake multiple rays/settings to different layers and choose what is really the best for your intents.
  12. its because its creating the occlusion from the low poly wich is not interesting for occlusion...unless in some cases when using lowpoly simple hardsurface elements, Unfortunaltly you need to still bake from retopo but you can export map and use it anytime you want or even bake externally using another app. What I mean is anyway you do it you still need to bake from hipoly to lowpoly.
  13. just load an environment map,per pixel painting reflectivity works fine. Depth painting in SF mode is on Andrew's to do list.
  14. can anyone confirm his one? -Select Fill tool (with or without pbr material active,it does not matter..) -Select Add Custom from Pattern Type roll out menu. :3Dcoat crash instantly on my side if I try this..
  15. Yes,use DX....GL build is on its way,Andrew needs to update shaders.Should be soon now. Seems like a bug to me. Masking should work whether Cavity/Occlusion layer is there or not.
  16. Just wanted to say how great the bundled pbr materials are ....its really a very complete and nice set to start doing some very cool texturing straight out of the box,also very instructive once you start looking into them.Great job from Mr. Davyd Cryunreal ,I hope more of those will pop up as updates or purchasable libraries. One annoying issue tough is I still have some problem with previewer sometimes it feels it is not refreshed or does show properly when scaling/moving the cubemapping.
  17. well ultimately they are gonna be collapsed anyway,no one uses blending modes with multiple gloss maps in rendering engines. (unless you set some nodes to do that but I think its very unlikely usage of gloss in the Industry(game/films) althought I might be completly wrong there...) Anyway, if you still want to work on older work in progress projects and fiddle with PBR at te same time I can see how it can be a real problem,it would be great if they were compatible,I did not try either anyway so I dont know what happens.....
  18. personnaly i would merge down the gloss layers ,but I have no projects currently using gloss blending modes anyway.
  19. here is reason Andrew sent me during alpha stage concerning gloss blending modes removal: (seems introducing metalness complicated stuff a little bit...) Hopefully solution will somehow manifest itself....
  20. easy ,...export object along with texture in .obj (.mlt file needs to be there as well I think) Then Import for Vertex painting from start up choices or file menu....3Dcoat will automatically bake texture to vertex on import . (I assume you are aware of how much polys you'll need to preserve texture original details) ..then export as .obj or .ply. Vertex paint data will be in file.
  21. if Zbrush is not an option... why do you ask Zbrush or 3DCoat?? You can reach higher levels of details than Zbrush with same amount of memory in 3DCoat because of adaptive tesselation (LC) unless you use Zbrush HD geometry which is almost unexportable and impossible to bake....
  22. Materials painting Conditions now added to the main color/height limiter in paintroom. (so now they can be used in a paintroom layer based workflow....really usefull for ex : to paint edge wear on separate layers to go back and tweak seperate elements individually...sometimes such control is needed especialy when there is change in art direction) also view modes updated to the current pbr channels!! some more great steps toward 4.5 final build!
  23. In PPP painting (painting on lowpoly with normal map) default display shader is pbr ready, nothing needs to be chnaged there also it seems Panorama was renamed to environment so your setup is ok there too.... The only thing missing is you did not enabled gloss channel (the little blackish ball beside the green color ball) Without it you wont see either glossiness or metalness in your painting.....
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