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artman

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Everything posted by artman

  1. Alpha 83 cuda 64 DX 1)sometimes the new shader menu becomes empty and I need to rip it and redock it back to the right to make the shaders reappear. I have no idea how to reproduce, it doesn't seam to be linked to a specific action also: when creating a new shader I never get asked which base shader to choose,it seams that this step has been skiped. 2)undo of pose is still buggy, undo only the last step or just stop working completely redo doesn't work at all.(pose/transform(create weird result)) 3)redo doesn't work with move brush 4)redo creates artifacts with a lot of voxel brushes 5)for unknown reasons the wonderful new scrape brush and flatten have started to work erratic (just when I was getting used to them) here is a screeshot:(I wish I could do a movie) situation:the brush cursor and the actual point I'm sculpting are getting away from each others like when you try to stick two magnets together. Also the brushes have barely no effects. I don't know what I did wrong to make this happen... but more importantly I cannot revert it,usually I clone the layer and it solves problems like that but not this time. edit:I know the problem is because I used pose and transform to scale parts of the model, it seems scrape and flatten doesn't like that.Also they act erractic over holes and deep crevices. 6)the problem about brushes not working when loadind a .3b file over another one is back.
  2. Wow that was fast..Thanx Rick, it almost felt like instant consumer support
  3. To vaillant 3DCoat community: Alpha 83 Where is located the create new shader option ? I can't seem yo find it anywhere. And, what does the Params tab of voxel room do? To me, it's always empty, devoid of any options. Thanz artman with a small a
  4. scrape brush is SO much better,I didn't even want to use it and now I feel I'm starting a long term relationship with it. Thanx a lot for improvements! There are still some artifact bands when using any of the surface tools (flatten(a lot,),move,clay(rarely)ect...)..I'm used dealing with those artifacts so it is not a big problem for me but new users will complain if it happens to them.. also If you could fix the fill brush ... (LOT more cavity detection....) it would be awesome.
  5. Wonderful new pieces Tree321, really makes me want to open up 3DC and sculpt!
  6. yeah,sorry..sometimes I forget that you read everything even if you are hyperbusy. space bar menu is really cool btw
  7. Thanx Awesome!! Edit:all bugs mentioned by me in my earlier post are alive and kickin.
  8. unfortunately there is no other way than the printscreen workaround, right now. Andrew has pretty good idea how to achieve automated shader baking (he said it was 3 day thing ) but right now, with v3 release coming up he probably has a lot more stuff to work on.Anyway,the shading display of the Uvset window was an experimental thing on his behalf,I don't think he knew so much people would ask how to export it. Meanwhile,you can also try 3DC occlusion,it is a good compromise.
  9. Ok some quick bug report from my side before software release. Alpha 8O(even probably before that) UNDO on various voxtree operation generate problems. Andrew,if you can't fix them making those action not undoable with a hint saying (this action is final..bla..bla..bla) will prevent users from complaining about those issues. undos on "substract from" restore model to presubstract state but doesn't restore the substracted layer undos of "delete" destroy the entire voxtree and replace all objects with objects named "root" undos of "move to" destroy the entire voxtree and replace all objects with objects named "root" All other commands undos works fine on my side. Also(a very minor problem) when you rename a subobject the name doesn't get updated in the "change parent" list until the .3b file is saved and reloaded. also...(sorry )undos of pose actions works really bad: some times it doesn't work at all some times it undos a lot of step togethers instead of just the last step Also the problem with Picmat shaders distorting the geometry display when pose /transform(scale) is used needs to be fixed before realease.Akira talked about the reason it is happening but I can't remember where the post is located. (try stretching the default sphere on y axis with picmat_grey on,you'll see what I mean.) My workaround (maybe it can help you): I clone the space density of the model before using a transform/pose scale action, and when I'm finished doing the stretching I use "move to" to cloned space density and that instantly restore the shading display to proper state. Also the "hardness" of curves doesn't works,I mean it doesn't do what it implies,the curves swirl on themselves and end up looking completely distorted. Right now the only way I've found to simulate hardness is to manually add a point beside each curve points.I think,this needs to be fixed simply because 3DCoat curves are so powerful and making straight lines is essential for sci-fi and ornemental design in gameart. I'll try coming up with other clear problems if I see any.
  10. the first one is very neat and professional and there are no confusion with the "o" thing. It suits the new interface well I think
  11. Personnally,I would prefer a key to allow docking instead of a key to prevent docking(I don't want to hold a key each time I move a pinned down menu around) Although I know it's probably harder for you because nearly all the keys are already assigned. Preventing must be easier for you because moving a menu around creates a condition. But for user it is less convenient because a lot of menus are presently not dockable (ex:voxel menu) and when 2 or more of those menus are pinned down the user need to be able to move them around without holding a key at the same time. suggestion....presently "Y" key is not assigned...
  12. Alpha 79 cuda 64 dx In retopo all "quads" retopo methods(trapezoid,parralel ect...) have no effects (nothing is drawn on model) ...all other methods seems ok. On another note: Andrew,I think we should really hold a key while docking menus, I'm always accidentaly docking menus when I just want to move them around.
  13. Wow Andrew,what a tremendous amount of work in such a few days.. FOV is a very welcomed addition. a little bug(I don't know if it's just me so anyone please confirm) ;The Primitives Gizmos doesn't work anymore. (it's probably related to the problem mentioned earlier that we can't draw on screen anymore)
  14. Amazing model! really cool,I like it! (I don't have any crits to mind)
  15. Andrew,could you please allow dockability of the upper part of voxel menu . (increase res,unhide all,clear,smooth all,render) As a user I click on those a thousand times and I really miss having them in the default interface like before. (or maybe you could throw them on the left,there is still some place in the left vox brushes tab.... )
  16. +1 also; delete all invisible layers would be great.
  17. Andrew, I don't know what you did to alpha 77 but the merging for microvertex painting is fabulous, it's like on vitamins. I mean,in all alphas so far I needed to experiment with settings (zbias ect..)in order to get rid of artifacts when merging and there always seemed to have some artifacts I could'nt get rid of. But now in Alpha77 it looks very nice and smooth everywhere with default settings. It would be great if you could achieve such quality level when merging for DP.
  18. I changed the design a bit... and well....did none of the thing I said I would.... But STILL!...I'm confident I'll finish in time without problems. Midres details are nearly finished (no love on arms and tail yet tough) Next upt: some drapery,a gigantic samurai sword,a new right arm...more love on all parts. That is of course if I keep my word.
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