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artman

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Everything posted by artman

  1. one way to make this work would be to allow transparency display between two subobjects. (If you put two image plane behind each others even if the one on top is transparent 3dc doesn't let you see the object behind.) this way we could use sculpt mode's "tangent shift" to manually match photos to mesh using pen.
  2. just alittle idea here it would be great to have a 2D move brush that could be used on the material overlay before painting the material for purpose of matching ex:a human face photo to the head of a model. working on the material overlay window would a lot less heavy that using it directly on the model like the smudge brush which can be pretty heavy when using a large brush scale. the smudge brush can work for that purpose but it is destroying too much the photo details (which is normal because it is a smudge brush and not a move brush)
  3. Very cool! You seem on the right track I have no crits for you.
  4. I totally agree and this is the way I work. I always degrade the default sphere 2 or 3 times then clone space densitiy before starting creating my basemesh with e panel freehand tool. Here is the way I work: I increase res only when the brush radius I'm trying to use is doing nothing, and by nothing I mean nothing.(not even bad details) This way I can never increse res for no reason. None of the w.i.ps here have been increased for other reason than the brush doing nothing on mesh. I don't agree with the 30,000 for a whole body thing tough, I would go for a 100,000 range (for fingers,good base facial features,hair mock up ect) But thanks for advice anyway ,I agree if people start from default sphere they will be in for a bad polycount surprise pretty early.
  5. another request: it would be great if symmetry plane was not reseted when increasing resolution.
  6. I'm speechless simply amazing! and I really like the radial menu!
  7. I just started using dp and general non-vs stuff and I really like the locking feature for subobjects,could it be possible to implement it in Voxtree? I'm always accidentaly changing subtools when selecting the transpose/transform gizmo.
  8. Absolutely no problems here whatsoever I'm only painting ,loading normal maps and baking VS shaders to lowpoly using "edit projection in ext editor". I didn't try any of 3dc gigaton painting features yet (clone,splines stamp,e panel ect...) also , a question for Andrew: I'll be receiving my a new computer with Nv 280gtx should I install the driver from cuda page or this driver http://www.nvidia.co.uk/object/winxp64_181.20_whql_uk.html
  9. Wow! more unfinished stuff!!! A classic fantasy dragon. (I'll work the pose once retopo and textures are done) 1million poly aprox. 100percent 3dc as usual. +bonus canceled sculpt I ordered new computer with a nvidia 280gtx,should receive it next week. (a loan obviously as I'm peanutbutter poor) I can't wait to use 3dc with it. I'm very excited. Also DominanceWar is up(they had a little delay) Let's show what 3DC can do people!! With tris limit up to 10,000 and classes ranging from cyborgs to aliens to demons This year gives lots of freedom.
  10. yep,works fine on new saves here thanx a lot...I was scared my files were corrupt also I installed Alpha57 that I still had and the problem I mentioned where brushes stop working when loading a .3b while one already opened is not there.
  11. Hooray,I don't have black lines along seams when I paint anymore!! But the very small black points scatered on model are still there. (also those black points don't get exported along with the texture) problem when saving file with invisible parent still there cloning the children restore it's visibility but 3DC becomes possesed by some alien quirkforce when doing it framerate becomes 3fps
  12. here are the artifacts along seams I'm getting as I paint: and here are the tiny black points I'm getting: (automatic uv,no subd,no smoothing) also now + icon in voxtree is back.....strange .
  13. Thanx!! Works great! I found some bugs in voxtree (alpha 62/63 (maybe even before)) dx/gl :if you save the .3b file with a parent invisible the children is gone forever when you load back the file. here are test files for you to see also in alpha63 the + icon in voxtree is gone. and here is another bug I've been having since few alphas and even now (I forgot to mention....because I'm more busy having fun with finding sculpting workflows and when I find a workaround I sometimes forget to mention the bug...sorry..that is not very professional of me as a tester) :When I load a .3b file while I'm already working on a volumetric sculpt the brushes stop to work I need to clone the object and then it starts to work again or if I close 3dc and load the file the brushes are back. (2D-Paint brush (in volumetric brushes)is not affected by this bug)
  14. Alpha63DX 64 cuda on QuadroFX1700 Thanx Andrew for adding "merge for per pixel painting" in retopo menu,combined with "import external mesh" it gives me what I wanted ,which is scale matching between Dp model and voxsculpt for shader baking. So I'm very happy. But now.... when I use "merge for per pixel painting" in retopo menu instead of "import for per pixel painting" in file menu UNDOS DOESN'T WORK ANYMORE also when I use "merge for per pixel painting" I get small black lines unveiling and disappearing along Uvs as I paint. and with BOTH METHODS I get very small black points scattered on my model. I didn't have those issues in alpha62. (so far,I'm using automapping with no subd and no smoothing) Also,there is a crashing problem I encountered (bug report sent) when using the merge.3b option in voxtree on a saved file that had a model in old paint/sculpt mode also saved inside the file 3DC coat systematically crash each time. On the same topic: IS THERE A WAY TO CLEAR THE MESH IN OLD SCULPT/PAINT MODE ? there is no clear button anywhere and I want to get rid of the imported old sculpt/paint model so I can make a new retopology over my voxsculpt. The model seems to be stuck there forever. also: TOGGLING ON/OFF AND DELETION OF NORMALMAP LAYER NOW WORKS FINE
  15. artman

    HELP!

    hehe...you're lucky you didn't mess the middle.... so here is what you do: take any brush with depth set at superlow and small radius value and paint a little on the right side of your model. Then, press the sym copy button that is located at the top end of the volumetric menu.(be sure symmetry is on when you press sym copy button) Voila!
  16. more testing here( no quirks so far,just a one little crash for unknow reasons) normal map loading works great but the toggling on/off eyeicon doesn't work. And deleting the normalmap layer doesn't work either. also Andrew,I have one special request: In file menu there is option "merge mesh into scene". I use it a lot because it import the object with same scale as voxsculpt. Right now, "import for per pixel painting" totally mess original scale of the model. The model is a lot bigger. Which make projection of voxsculpt shader very hard to do because scale doesn't match. Could you please make a "merge mesh into scene for per pixel painting" option so scale of voxsculpt and imported retopologized lowpoly would be the same. That would be great for workflow for baking shader on gamemodels. Especially because Dp is so much faster to do texture work. Anyway,per pixel paintin is very cool and fun to test!! The DominanceWar is starting today so to every 3DC gameartists...WARRR!!!.
  17. Works wonderful here with dx version! And truly, wow!!! I tried using older painting method and to get a 4096 tex to work I had to subd the mesh up to 17mil and at this level, with my grampa dell computer,it was driving 3dc to borderline unsuable(very slow brushstrokes response) Now with DP I get superfast response on a 4096 map easily!! The feeling is really great! Also "edit projection in ext editor" works fine! The quality of vox shader projection in orthogonal mode on lowpoly is simply outstanding! It seems to encompass the mesh with less holes than zb's zapplink (maybe it's just an impression) Overall.....Super Cool! (no bugs so far,but I only did basic layer addition,projection in ext ed and some realtime 3dc symetrical coloring..)
  18. Sethren,all your shader sets are very differents and cool! Thanx a lot! I'll try to make good gamemodels texturing with them.
  19. Beautiful dragon!! It got a lot of presence. Would make a perfect candidate for 3d printing. The face could use a little more love tough.
  20. I like this idea a lot...It does not solve the problem of Initial UI but it is this kind of customisation control I'm looking for as a user. (+ allowing hotkey assignation on all functions of repetitive usage)
  21. there is one thing I would like,is that when a menu gets too long (like shaders menu) it would split in another section.
  22. Thanks a lot,Sethren! I think I'll do all my base texture baking with those shaders they all fit very well on my models.
  23. Really cool scene! I like the atmosphere! Adding destruction will be easy you already made all the hard work.
  24. Cool! I really like the one with the bird. It is a good candidate for testing 3DCoat features ,I can see curve usages along with primitives and E panel operations... in other words..I think you won't have a hard time making it.
  25. .dds or .bmp are good. Can't wait to try them ,they look beautiful. sorry to hear about your crashing issue, maybe if you post full situation along with specs in the buggz section Andrew can help you finding what is going wrong
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