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artman

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Everything posted by artman

  1. Alpha 76 cuda 64 DX Can anyone confirm this; importing a material import the image as a mask instead of as a material.
  2. very cool!! great start! Please anyone confirm this Alpha76 64 cuda dx Smooth All in voxel menu does nothing.
  3. way 1)(a little tedious...) If you want to export the shaded view of the TextureEditor editor the only way at this moment is to take 4 printscreens of the TextureEditor and composite them back together in photoshop making sure they fit the original uvs. Also you'll need to this 2 times; the second time you need to turn the light around to the other side of the model until all parts that were too dark in the TextureEditor view now become lighted. Composite the 2 shade maps in 3d coat using erase tool. way 2)(also pretty long...) you can bake the shading of the viewport by printing screens and projecting them on the model using "edit projection in external editor". Just cut/paste your screenshot over the layer you want and use "merge down" to wanted layer and save the file. You'll need to do this using various angles and blend all your projections with the erase tool. Andrew talked about a way to automate this sometimes ago so it is probably written somewhere on his herculean to-do list. It would be great because there is no automated way to acheive that in present sculpting solutions.In zbrush you need to use zapplink to do that and it's exactly like method 2). also,a good compromise is to blend an occlusion map with your diffuse instead, occlusion map are easy to do and they are created from all angles automatically.
  4. alpha74 dx still a lot of seams on normal maps when using "merge for per pixel painting". Regardess if you are using other package uvs or 3dcoat automapping. The good thing is those seams are only display problem.
  5. Agreed.That would be a cool option. Meanwhile... There is a trick for that. 1)clone space density of the object you want to steal symmetry plane from 2)select "move to" and choose the newly created space density layer (use clone space density on your original object to keep a backup of original symmetry plane) also:try to match resolution of cloned density layers before using "move to" even if they are not visible you can still use "clone and degrade" and "increase res" on them.
  6. ALPHA72 DX CUDA 64 a little testing here 1)merge for per pixel painting still have huge seams problems this one is using 3DC automapping 2048x2048 nosmoothing 2)problem with line artifact at the center of pen seams worst in alpha72 it is with airbrush (default Intuos3 settings) but beside that problem overall brush feeling is really good 3)Cancel on merge for per pixel painting make 3DC crash 4)Cursor problem when loading .3b is now gone 5)bug when undoing "move to" action is still there Keep rocking our world! (btw clay surface tool with new graphic card is really cool )
  7. Alpha 71DX Cuda 64 undo of "move to" action replace all objects with invisible objects named "root".
  8. here is the start on my DW4 character =@ just base form and presence, no fancy stuff yet The right arm is gonna be completely different but I want work in symmetry for at least half the sculpting work so I'm keeping it that way for now. next updt: more beffy,waspier stomach/tail (less scorpionlike) start on face work and expression add bones on wings with curves global tweaking and small start on detail jobs
  9. Andrew there is still seams and artifacts when using merge for Dp It seams it doesn't like all kind of uvs. Here is an example with Zbrush automatic Auv tiles: 2048x2048 no uvsmoothing here is uv file in .obj + an external normal map if you want to test import compatibility with external normal maps(this one is from xnormals)
  10. Alpha71dx Baking VS to Dp much better now,really nice improvement!!! Still not as nice as microvertex baking,but it is very close to. Import of external normal maps also works ok on my side! There is a little new problem with Vs tough The center of the pens are plagued with a little line...very annoying. I have know idea why. Anyway,Dp seams very near completion to me
  11. lol... totally. a sprout of a comparison cannot even be made... No offense intended...
  12. File sent to your gmail adress But this is another one. (the other one was too big for hotmail) Tell me if it's ok with this file if not then I'll degrade the other one and send it to you.
  13. Wow, Akira,looking great so far ! Really like the fold work on this one.
  14. It's a bug that has been around in all alphas I just forgot to write about it . When toggling "hardness" on volumetric curves, the points rotate and the curve get messed up instead of straight lines.
  15. I made further test using merge for Dp and old merge to try to see why I was getting such an ugly normal map. Here are my conclusions: problem1:merge for DP makes a normal map based on layer 0 instead of based on lowpoly which results in an ugly normal map. problem2:merge for DP send normal map to layer 0 instead of a new normal map layer problem3:any further importing of normal maps does nothing to the Dp model (a normal map layer is added but it has no effects) The thing is when I read description of "based on layer0" it says it is best when used on model without smoothing....well,it is exactly my workflow: I always keep model without smoothing. But "based on layer0" gives me an ugly normal map(that looks a lot like merge for DP normal map) While using normal map based on lowpoly model gives me a nice normal map. here are comparions: Based on layer0 (ugly) Merge for Perpixel Painting (ugly) based on lowpoly(green inverted)-Nice! Hope that helps a little
  16. Here is another BIG one. It's a series of steps users wouldn't come across often but the result is so violent I felt I needed to report. 3DC doesn't even let me send you bugreport so here it is: here is 1st screenshot on crash: Step to reproduce: Get in Dp mode. Go back to voxel mode. Select merge .3b file and load a file. Go back to DP mode and try using brush on model. result:3DC crash and won't even let you restart you need to completely reinstall the program in order to make it work again. alpha70dx cuda64 vista premium nv280gtx
  17. I already wrote about this bug but I don't know if Andrew noticed. The thing is the problem only happens if you load a .3b file while specific brushes are selected ex:airbrush and I think most of the other brushes... BUT...if you load a .3b file while "increase" brush is selected everything is fine. So..the workaround is whenever you want to load a .3d file when one is already opened you need to switch to "increase" brush before doing it. That should stop you from needing to exit and restart 3DC each time at least . (on another note:I still have an old alpha57 and that problem isn't there)
  18. I get it. You're using DP. I quickly tested "view unshaded" on an older .3b made with former paint mode. Sorry.... Yes,i just tried it and you're right it doesn't work in DP.
  19. when you activate "view unshaded model" turn "view lowpoly model" on . (6 on keybrd)
  20. Alpha69Dx64 cuda first test on my side voxel test model: quadrangulated with default settings: merge for per pixel painting result: (automatic uv,no subd,no smooth,2048x2048) I repeated the experience with decreased density vox sculpt with same result. nv 280gtx vista premium 64
  21. Alpha68 DX and Gl In VS my strokes are dotted and lumpy (the further the camera is the more dotted strokes becomes) I tried 3 different tablet drivers with no success (intuos3). I even tried installing xp. I tried Alpha 67 and 57 and strokes are not dotted. nv gtx280 vista premium x64
  22. Hi Andrew, I'm having problems with sym copy (on all alphas I think) sometimes sym copy will only work for one side of the model regardless of which side was sculpted last. In this file only left to right copy works, right to left copy doesn't work. It is not the first time it happens but usually I have no problems using sym copy to get either left or right side . I would like to know if there is something while I sculpted that I could have done wrong to generate this problem. (I use "clone space density" and "move to" a lot in my workflow maybe it is related) Thanx
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