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Javis

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Posts posted by Javis

  1. Hi! Welcome. :)

    To the point; If you don't apply the primitive, 3DC assumes you don't want to create it. It makes sense. I do agree however that a dialog would be good to have, if you leave the primitive tool. That said, any tweaks you've made to the primitive tool should still remain until you change it, or end the session. So you don't really lose any work.

    • Like 1
  2. Hi, and welcome! :)

    Couple of things, regarding your considerations:

    1 + 4: What is your guy's purpose of posing both your sculpt and retopo mesh? The workflow I've used and seen at most places keep the same high res and low res models unposed for baking purposes. Whenever an update is needed for a texture, just re-bake your new details with the same scene file, no need for the new poses. So long as the UVs have remained the same throughout the process after it's hit 3DC, it shouldn't have any impact down the pipe. Export new textures and apply them in whatever engine or DCC you're using.

    2 + 3: Bake using Per Pixel. MV is left in only because of backward support with scene files. Per Pixel produces superior results.

     

    Regarding your pipeline:

    As noted above, why not use the same 3DC high & low res meshes for baking, and not with the posing? Unless there is something I'm missing in your pipeline, it seems unnecessary and causing problems. 

  3. 18 hours ago, Speike-Styles said:

    Hi, maybe it is just me, but 3D-Coat Crashes everytime when I do this (see video):

    ( I was using this for something else, but the bug is still here too )

    • Start 3DC
    • Make a new 3D Voxel
    • Hit Spacebar
    • Click the Sketch tool.
    • Everything Crashes. ( Tried this 10 times same thing keeps happening)

     

    Greetings Speike

    2017-02-11.mp4

    Ok. I tried a few times on CUDA GL version. On builds 4.7.23 & 4.7.24. I couldn't get a crash. I even used the Sketch tool, still no crash. I'm on Win7, geforce GTX760, intel i7 4770K, 16BG DDR3.

    Also, try uninstalling 3DC completely, rebooting your machine, then reinstalling 3DC and trying again. There may be some latent issue from an older build causing instability with the build you're using. If that doesn't work, is there anything else in your setup that might help troubleshoot?

  4. 7 hours ago, Speike-Styles said:

    Hi, maybe it is just me, but 3D-Coat Crashes everytime when I do this (see video):

    ( I was using this for something else, but the bug is still here too )

    • Start 3DC
    • Make a new 3D Voxel
    • Hit Spacebar
    • Click the Sketch tool.
    • Everything Crashes. ( Tried this 10 times same thing keeps happening)

     

    Greetings Speike

    2017-02-11.mp4

    Looks like you're on Win10, can you provide us with your system specs as well?

  5. I know you were not directing the question at me, but more experiences from many is better, right? :)

    1. I used ZB  v2 a lot, v3 a lot, off and on with v4. I think v4 is pretty amazing though. I pretty much use 3DC for almost everything it can do, with a heavier focus on painting, sculpting and baking.

    3. Many. The curves tool is what you're looking for. It functions very closely to zspheres. The Sphere tool works pretty well too, it lays down a blob of clay.

    4. Yes. It uses cached levels of subdivision. Regarding meshes, please clarify?

    • Like 1
  6. Hi makco!

    Unfortunately most this is impossible to do for a few reasons. OBJ format does not support morph maps/targets. Also as soon as you add one vertex, the whole vertex order is different, and therefore any vertex maps like a morph, will not work. UVs work with the OBJ format, and should still work in theory (Andrew would need to implement this of course), since you're just subdividing the mesh. But you'd have to stay in surface sculpt mode. As soon as you convert to voxels, that data would be lost.

    Your best chance is to bake a normal or displacement map from the high res to your current res mesh. This is the standard workflow pretty much everyone uses. You can import your mesh to sculpt on it, and then also import the same mesh (with UVs, etc.) in to the Retopo room, and bake the sculpt results when you're completed sculpting, to your retopo mesh. Keep in mind, you'll still lose your morph maps, OBJ does not support morphs. But LWO does, as long as you don't subdivide or add any verts, it will remain in the .LWO format.

  7. 22 hours ago, MechChicken said:

    Hello. I'm contemplating about buying an amateur license or zbrushcore. I spent almost the entire afternoon watching Michael Pavlovich showing core what it can and cannot do, and for a newbie, I'm not really missing anything yet from what I've seen so far. I do however know that with 3DC, I will get a complete package, from sculpting all the way to assigning materials and render. The latter two can also be done in core, but I assume it's more complete in 3DC, as it's an integral part of the package.

    The questions I have regarding the Amateur license:

    1. for non-commercial use

    What exactly does this means? Does it mean, I can't export a model, put it in a game, and sell the game? Or is it even more strict as in, I can't render an image, put it in Photoshop, finish the image in there, and then sell the image (without the actual model)?

    2. max 7 layers

    On what occasions could I need more than 7? It's nice to know where I'm kinda will be hitting that quota in the process. The question from a different angle: if I like to render an awesome image like those in the gallery, aside from skill, will I be able to with solely the (limitations) of the Amateur license?

    3. Can you point me to art pieces in the gallery that were made within the technical boundaries of the Amateur license?

    It's nice to see where the bar is of the license.

    Thanks.

    Hi and welcome!

    The quick answers:

    1. Means what it says. You can't make money with it. No commercial use. If you made an asset in 3DC and make money off that asset, you're breaking the license.

    2. This really depends on how many layers you like to use while painting. If you use a paint program now and can keep your work under 7 layers, you should be fine. I personally use many more than 7 layers for almost every project I am on, when using 3DC, except for simple assets. But only because I like to have more control by using more layers. If you happen to reach the need for more than 7 layers, you can merge some of them together anyhow.

    3. I wouldn't know who has the amateur/EDU license VS. the pro license. Sorry. That said, they are the same program. These "limitations" on the amateur/EDU license do not hinder the kind or quality of the work made with the tool.

     

    FWIW, if you intend to do any painting, it does not have any painting abilities. From a review of ZBCore:

    Quote

    "However, you don’t get any manual painting tools – including both 2D tools and 3D tools like PolyPaint and projection painting – or texture map support."

    And some more of the limitations of ZBCore from the same review:

    Quote

     

    "The software lacks support for 3D layers, creases or edgeloops, or automatic retopology; and has limited support for masking, Polygroups, and splitting or merging models.

    As you’d expect, given its restricted texturing and rendering functionality, it also lacks support for UV mapping, AO or subsurface scattering, the LightCap system and environment maps.

    It also lacks the FiberMesh system for hair; advanced surface instancing tools like Array Mesh, NanoMesh and MicroMesh; and support for custom brushes created in ZBrush itself.

    Scripting, macros and plugins are also disabled.

    And an interesting omission, given its focus on 3D printing, is the hard-surface modelling tools introduced in recent releases of ZBrush: neither ZModeler nor ShadowBox is included."

     

     

    I'm not sure if you're planning to paint, but since you asked about the paint layers limitation, thought I'd point out that you can't paint in ZBCore. Also I see ZBCore doesn't support multiple sculpting objects/layers. 3DC has no limitation on the amount of sculpting objects/layers you can have. There are a number of other limitations from what I can find on the web on ZBCore.

    It's hard to compare ZBCore to 3DC, because of the limitations ZBCore has. If all you want to do is sculpt, and only sculpt on one object and keep it under 20million polys (that's the limitation it has), you're probably going to be fine. If you plan to do anything more, you might want to consider getting a commercial ZB license or any 3DC license, amateur/EDU or pro. If you plan to do any paid work, than the choices are obvious. :)

  8. Hi!

    SO what you want to do, is to import your low poly mesh into the Retopo Room, Retopo Objects are basically "baking"/target meshes, as you would find in other applications. Once your sculpture is complete, keep the parts you want to bake on the high poly mesh visible in the VoxTree, go to the Retopo Room, go to Retopo>Import, locate your mesh, and then bake it from Bake>Bake to Normal (or something like that, don't have 3DC in front of me right now). It will then create a Paint Object in the Paint Room that will have the baked details from your high poly Sculpt Object to a normal map, with the UVs your low poly Paint Object has.

    Let me know if you need more info that that. I think that should get you where you want to go though. :)

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