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artman

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Posts posted by artman

  1. Ok I have found a pretty serious bug in the paint room with the stamp modes. As you continue to move your brush, it applies the stroke each time it changes. In the image shown below, I used the stamp mode that scales the brush and that is the result after one drag. As you can see, the alpha is applied multiple times when I only want it to be applied once. I'm not sure if this makes a difference or not, but this is while vertex painting the voxel model in the sculpt room. I will test this problem in the paint room on a uv'd model now to see if that also has the bug.

    this has been fixed a while ago.

    Please try latest build,

    It works fine on my side in 4.1.03

  2. This is what i came up with

    ay93ib.png

     

    Its aright, but not really quite the same quality s the ones in my above, any  ideas on improvements?

    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. Yes it does, i took another try and it turneed out better, hoever i still cant find a controled way of making those little scratches and bumps/crevices - i can use the scrape tool on high depth to give the rock some scrapes and stuff around the dges but that is not a controled way because it relies on brush speed, depth and size to sheer into the rock. also it isnt as clean cut as the ones ive shown.

    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. Is there a quick way of picking a retopo mesh and merge it again into voxel room?

     

    I've have two workarounds, but maybe im just missing something better?

    my workarounds:

     

    1) Export retopo mesh/ save and then reimporting/ merging to voxelroom

    2) Add new voxel layer, run cloth tool, choose "pick from retopo", change voxellayer to surface, pressing enter to apply/merge retopo mesh into voxel room.

     

    So, is there a hidden direct way?

     

    And also are we able to duplicate retopogroup/layers ?

     

     

    Any advise is apreciated.

    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 ....

    • Like 1
  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

    • Like 1
  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. Unfortunately 5% royalty on everything is a total no go! :blink:   Unreal might have been there first, but Unity is so well thought out and has evolved so nicely that now Unreal seems clunky and i get the vibe they are just trying to eke out the last bit of revenue of an obsolete product before they shelf it...

     

    plus no matter what price - subscription models are evil :p:

    Unreal4 eats Unity for breakfast as far as feature goes....its like comparing Blender with Maya....

    • Like 1
  9. As Artman said, Substance Designer is much easier in this regard. It doesn't feel like a bunch of scripts flashing before your eyes. It's really intuitive, and easy to use. Easily worth it's weight dollar per dollar versus nDo and dDo combined.

     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....

    • Like 1
  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.

    • Like 1
  11. Whenever I save a scene I loose tablet pressure detection in 3D Coat. To restore it I need to ALT+TAB to some other program and back again to 3D Coat. This is a long-standing problem. It's been around since I don't even remember what version, but for many, many months for sure. I don't think it's a Wacom driver problem, because it doesn't happen in other applications and it occurs with Bamboo Fun and Intuos5 Pro, which use different drivers as far as I know.

    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).

  12. 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.

    • Like 1
  13. Thanks! Crash fixed, but I still can't reproduce 1 and 2. If you have idea when it happens - please tell. Maybe it is brush dependent?

    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.

    • Like 1
  14. It could be so good if you will drop me scene where it crashes frequently. Then I will fix in within half of hour.

    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 .

  15. 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.

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