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artman

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Everything posted by artman

  1. Cest sensé marcher tres bien.Moi jexporte par le menu retopo et les Uvs sont toujours au rendez-vous. Cest ce que je pensais.Pour le moment tu peux juste faire ce genre d'opération dans max,maya,xsi ect...
  2. Je peux pas parler pour Blender mais dans Max par exemple, si j'importe une moitié de model avec des Uvs puis japplique une symmétrie : les Uvs de la moitié gauche sont surposés aux Uvs de la moitie droite. Les deux partagent le même espace sur la texture.On est d`accord. Les vertex au centre du model sont automatiquement weldés en appliquant la symmétrie. MAIS les vertex des UVs eux ne sont pas weldés.(Pourquoi?Aucune idée.) Y faut que jouvre l'éditeur Uv pour les welder sinon même si les deux parties sont parfaitement superposées sur la UVsheet il y a quand meme une seam le long de l`axe de symmétrie...
  3. Y faut que tu weld(fusionne) les vertex des UVs qui se superposent sur ta ligne de symmetry.Tu peux pas faire ca dans 3DCoat (je pense) y faut que tu fasse ca dans lediteur UV de ton application 3D (max,maya,xsi,blender,modo ect..)
  4. Here is your file,corrected http://www.sendspace.com/file/t728kt It seems there was a lot of junk from previous bakings left in the Paint room (to avoid problems when rebaking you need to clear previous objects and layers from Objects and Layers tabs in Paintroom) Btw ,baking was already pretty good there was just 1 artifact on the right hip of the character. Now Baking is perfect,no artifacts whatsoever. It took around 10 seconds to bake. This is your voxel sculpt ready to paint. (3DCoat normal map is as sharp as Xnormal) (I used 2048 so if you want to rebake with 4096,just clear objects and layers from Paintroom tabs and bake again)
  5. Can you post your file here? (you can use www.sendspace.com) I will fix it for you within 30 minutes .
  6. Great update! The UVTool is truly the best of all sculpting apps!
  7. Hmmm...jpense que tu vas devoir demander à Andrew dans la section anglo des bugs. Je pense que la carte est trop vieille...(2004-2005) Anyway,tu devrais ravoir ta machine bientot,non?
  8. Tu dis que c'est pas ta machine. Ça se peut-tu que tu sois collé avec une carte ATi pas championne-championne? Me semble à chaque fois que je lis à propos de problèmes dans la render room ya une carte Ati qui se cache derrière .
  9. Et ce avec tous les shaders? Utilise-tu la version DX ou Gl?
  10. I didnt try Hexagon booleans but they are probably not as smooth as Moi3d (because its about the best booleans you can get) but what I saw in Hexagon is that they are very interactive,you can edit or move the shapes even after the operation and the boolean update in realtime. But anyway...my plan is to use 3DCoat booleans and to use Gordon Surfaces only to make object parts. hehe
  11. Andrew worked his magic and next update will bring a fix to this.
  12. 3DCoat still rely on DX9 like most actual 3d sculpting apps(also xp is still widely used and is far more solid than vista) DX10 features compatibility are more widely implemented in 3d engines for the moment. 3D sculpting apps taking advantages of either dx10 or 11 features are to my knowledge still non-existing. There have been some issues with 3DCoat and some ATI cards although I could not tell you which ones (I think Ati cards for laptops are not good with 3DC). Some people seem to be having a good experience with ATI cards+3DC but I highly recommend sticking to Nvidia.
  13. Hi I just wanted to post to say I tried Hexagon today for the first time, And that thing: Gordon Surfaces..its incredible! Its like Moi3D curves network but in a kind of poly patch mode. (Im interested in a 5-20 minutes operation to recreate any objects ) Also the drawing and snapping of curves is by far the most intuitive I`ve ever experienced. http://documentation.daz3d.com/hexagon/tutorials/data/gordon_dta.mov Shapes come out uncapped some times but Andrew said auto-close mesh on import is planned. With Gordon Surfaces imported to voxels allowing further tweaks (with booleans,extracts and primitives )Im convinced someone can find a good workflow to recreate any objects in that time range(real objects are hard to "sculpt" ), In all,it would means more free time to sculpt freeform hardsurface and organic fun and less time spent (and money) in max or maya making accessories and stuff. Of course there is already some pseudo curve networks meshing in those expensive apps(through nurbs ect),but either the export to polys is bad or the tools themselves arent getting you there faster than good old poly-modelling. But with that little lowcost app I think its possible to outrun any poly-modelling operations by just drawing a few curves and click(using curves with different vertex counts)
  14. Voici les amis, le dernier lien valide pour télécharger 3DCoat: Version 3.2.xxx Pour les historiques des mises à jours en français de la 3.x.xxx voir le post suivant ci-dessous!
  15. Merci Pilou! jva essayer de garder ça ben internationnal pis pas trop te faire rusher avec du Keb. Stune promâsse.
  16. It is called quadrangualte and you can pick it by rightclicking in the voxtree. 1-Quadrangulate - brings object to retopo room without Uvs or 2-Quadrangulate for perpixel painting- quadrangulate model,offer you the possiblity to add automatic UVs and then bake a normal map,a shadercolor map ,and an occlusion map in the process. There is also "quadrangulate and paint" if you want a displaced higres model instead of just normal map. I dont recommend using "quadrangulate and paint" with auto-mapping.
  17. Your first scuplt! Very Nice! Please keep posting!
  18. a HLSL-to-3DCoat shaders conversion utility. also : -batchworking of shader baking- (at baking step users would get offered the possibility to bake to color multiple shaders pass from a list) + automation of those actions inside the baking process: 1-Shaderbump+normalmap layer gets substracted from Normalmap"withoutshaderbump" . 2-Result get converted to grayscale. 3-Grayscale results get loaded as depth inside corresponding shader color layer. Silly ideas for game pipeline
  19. You dont need to use Apply Uvs in retopo room,it is a useless feature there. It was originally made to apply newly loaded or edited uvs in UV ROOM.
  20. Ok,Ok I found solution. You need to have "manipulate" checker box active in the new uppertab options. It seems Andrew cooked up a whole new UVtool for 3DC users.
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