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artman

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Everything posted by artman

  1. Speed improvement is useless if you dont get rid of dots/streaks artifacts problem first . (Speed is already pretty cool...but if you get a dot artifact on a model at its final stage and there is details around that dot well...you cannot smooth over it, otherwise the details underneath get destroyed.In my opinion that is the main problem with surface tools right now.(especially SF Pinch))
  2. My input here. Im pretty happy with whatever UI will be created. Im sure it will be great. Personnaly,I dont know if it goes along the UI category but I would like each brushes (in voxel and surface mode) to remember last pen used and also able to save that to file. I would also like to be able to create a dockable custom brush panel with only selected brushes instead of all the brushes in the very long panel. Be able to also create custom dockable menus out of the retopo and paint panel various commands.(hotkeys are cool but you reach the bottom of it fast,custom panels arrange routines and workflow sequences better so they can be accessed very fast with just mouse or pen. ) Thats all! Have Fun!
  3. Structure and Movement.Very cool like celtic or islamic ornementals.I like it.
  4. Try this Select the Run function from Windows Startup menu and type Msconfig and press enter. In Services tab uncheck "Tablet Pc Input Service". Reboot. You might need to reinstall Wacom driver after this.
  5. Great sculpt!! We can nearly hear him screaming.
  6. Petit zigonage de personnages de jeux videos. Tres loin d etre terminés...Jme suis meme amusé a rajouter un peu de design temporaire avec le 2d paint brush pour voir un peu l`agencement des accessoires. 100% voxel.Aucun imports. Space Pirate (heavy flamer unit) Genre de Beholder malgré moi MidBoss à la Final Fantasy Y faut que je les finissent...mais je suis ultra-paresseux..
  7. Andrew,shader problem is still there on my side and exactly as I described before. Can someone try to change the env texture in "complex shader" and confirm if that is just me who is having this issue? EDit:Wow! I just saw that there is constant visiblity of edges in retopo ,it is really wonderful feature. Is it new of this update ?
  8. Just try "draw by closed spline" and you'll see. quick instrs: -leftcklick n' drag on points to move, -leftclick on spline to add points -rightclick on points to make straight angles.
  9. New B-Splines works great! ...excepted for Add Points mode. It does not let me add points where I want it. As soon as I select Add Points mode it instantly add a point beside the last point I drawn. EDIT: OK I found out that to add points it is better to be in Edit mode and not in Add Points mode , Edit mode let you add points everywhere.
  10. Why not just increasing the zbias? Nothing stop you from lowering it after. I think this new way gives more control and flexibility. Just my opinion.
  11. Andrew,new complex shader has a little problem,I am not able to overwrite the env_map. Env_map seems to use the CustomSampler4.dds file. Well, when choosing a new one it creates a CustomSampler3.dds file and there are no way to overwrite the CustomSampler4.dds unless of doing it manually. CustomSampler3.dds have no effect in the shader construction. So CustomSampler4.dds should be CustomSampler3.dds. Also the envmap in the preview thumbnail never gets updated ,it is always the redball(even if the CustomSampler4.dds has been overwrited with new envmap).
  12. Yes,you can subdivide the quadrangulated mesh in retopo room and it is gonna snap on the voxel sculpt.However using this way is not recommended since you wont be able to reach a very high polycount using this way. Here is real method: (it is real purpose of quadrangulation,the quadrangulated mesh was never intended to retain details) 1-Use "quadrangulate object" function. 2-creates uvs for the quadrangulated mesh in the retopo room .Nice Uvs. Dont use automatic uvs. 3-once the Uvs are made select "merge into scene(microverts)" function in the retopo menu. ---You need to set "millions of polygons" parameter equivalent to voxel sculpt. ---Set the highest you think you can set to the "carcass resolution" parameter. ---You need to choose "keep Uvs" as "mapping type" parameter. ---You need to set texture size corresponding to "millions of polygons". Here is a quick chart for needed texture size: -2048x2048 for approx 4million sculpt -4096x4096 for approx 17million sculpt 3DCoat will subdivide and displace the mesh. You will see result in Paint Room. Once it is done you can export the projected highres using File Menu- export- High-Poly mesh.
  13. I think it is critical problem (but not urgent because Im just an amateur ) 3.1.13 32bit cuda Dx and GL Baked results are full of artifacts. With both merging for Microverts and DP. Here are comparative shots between 3.1.13 and 3.1.12. Maybe the problem is more in the automapping than in the baking itself because as you can see in screenshot 3 and 4 and 5, 3DCoat generates a very abnormal number of chunks in the uvs compared to previous version.Autommapping is also much different when using it with merging options from the voxtree than when using auto-seams in the retopo menu. Merging using Dp in 3.1.12 Merging using Dp in 3.1.13(same problems with microverts) Auto-mapping result in 3.1.13 when using any of the merging approaches When using quadrangulate and auto-seams in retopo room instead of using the "quadrangulate for perpixel painting" dialog (much different Uvs far less chunks ) (when using auto-seams and merging from retopo room result is much better but there are still abnormal number of artifacts(6-7)...much more than 3.1.12(1or2artifact only)) note:IT IS NOT RELATED TO FILE, it is the same for all files. Cheers
  14. It is above Delete and beside Home on keyboard. (the section above the left,up,right,down arrows)
  15. superb rendering of the voxel model !!!
  16. Meanwhile you can merge and use transform gizmo instead. Handles size is constant.
  17. Alright mec Idéallement...non. Parce que ça veut dire devoir unwrapper le hipoly puis ensuite aussi devoir Unwrapper le lowpoly.Pis Unwrapper le highpoly c`est très chiant,le texturer aussi(étant donné qu'il y a + de surface a couvrir) Puis après ça y faut que tu transfers la texture du highpoly vers le lowpoly alors aussi bien texturer directement le lowpoly avec bien-sur l`aide de quelques maps calculées à partir du highpoly étant: occlusion map normal map shader maps alors voilà ce que tu fais: Si ton hires est déjà fait tu l'importe avec `import reference mesh`. Sinon bien tu peux le sculpter en voxels. Une fois le hires importé (ou bien sculpté). Tu fais ta retopo dans la retopo room avec les magnifiques outils de 3DCoat puis tu fais tes Uvs dans 3DCoat vu que les nouvelles fonctions bottent trop des culs. Une fois cela finit. tu choisi `merge for perpixel with normalmap` dans le menu retopo. Tu t`assure que l`option KeepUv est activée. Et alors...3DCoat va te calculer 3 maps à partir du hires 1-la normal map(meilleure normal map sur le marché selon moi(versus zmapper et xnormal) 2-l`occlusion map (l`auto-ombrage de ton model en quelque sorte) 3-une map en diffuse (couleur) du shader qui était appliqué à tes voxel au moment du baking. A partir de là, tu te sers des 3 maps comme guide et ingrédients de base pour créer ta texture directement sur le lowpoly. En gros cest ça (Si tu importes ton hires en reference mesh tu peux utiliser la tab sub-objects dans la paint room pour le supprimer une fois le bake terminé) (cest super-possible de travailler à partir dun hires déjà texturé mais c'est vraiment plus long et quand meme assez avancé...si tu veux vraiment savoir comment faire envoie moi un PM )
  18. 1)set normal smoothing to zero (it is impossible that there is absolutely no differences) 2)Then subdivide 2x your quadrangulated mesh in retopo room.(with visibility of your voxel sculpt still on so it can snap on it) Btw quadrangulation is to be used with `merging into scene` this is what really makes your model like your voxel sculpt,especially merging for microvertex. Also Andrew is working with a german researcher on a much more powerful quadrangulation feature .We will have more news about this before Christmas,Im sure.
  19. I dont understand that sentence Switching to surface mode generates a polygon cage that is a perfect copy of the voxel state,if you got pockets ,holes ect ...it all get converted. ..it is the same thing when export-import voxels to .obj. When you merge back .obj you get all attributes of the voxels sculpt,if you have left there bubbles or floating voxels they are all exported in the .obj. No cleaning is performed when you export-import to .obj ... If you want to get rid of inner bubbles you can use Extract Skin-Make Hull using Voxels. It works great . (Im not sure if it is what you want)
  20. Link is on first page of this thread. You can install and overwrite,it will keep all your Trial days left intact.
  21. Hi Chris Are you using latest build 3.1.12? If not, try it. Also if you want you can PM me a link to the .obj and I'll try finding out cause of problem.
  22. Andrew if when user press Apply Symmetry with an already Unwrapped piece of topology 3DCoat would copy/overlap the Uvs at the same time when applying the topology symmetry I think it would do the trick.
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