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Everything posted by ajz3d
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[Solved] a round correct
ajz3d replied to Kargall's topic in SOS! If you need urgent help for 3DCoat
Maybe the layer is in non-uniform space? I mean - the VoxTree volume. -
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The script doesn't work in 4.5.BETA13 and later versions. I need to find some time to update it.
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I updated the CSS override. I addressed an issue with "@" "user mentioning" in the posts to make it more visually clear. I removed the background-color and the right padding.
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@arumiat, would you be willing to post your file so we can inspect it? You can replace your geo with some placeholder geometry, if your work falls into NDA.
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I didn't upload it to Userstyles, but to my server. Only registered Userstyles users can upload overrides to their webpage, and I don't want to register yet another account that I would use only once. If you want to test my override, just copy/paste contents of the linked CSS from my signature to an new empty Stylish override. It contains mostly minor, cosmetic changes.
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Ready to purchase...just a couple of questions...
ajz3d replied to michaelws's topic in General 3DCoat
Yeah, there's usually some kind of grace period before the major version and if you have bought the program within it, you'll get a free upgrade. Otherwise, the upgrade costs... hmm... last time it cost me $80 or something like that. Not sure how much will it be when upgrading from 4.x to 5.x. -
Maybe I don't understand the question, but I was creating multiple gallows loops for a couple of assets a few months ago and I didn't encounter the problem you're having. 3D-Coat never informed me of failed boolean operations, because it never used them. All of the hipoly loops were made with curves tool and a VoxTree layer in surface mode and the only problem I had is that the curves, when exported and reimported into the scene, didn't keep the type of their CVs (B-Spline, Bezier or Sharp). Could you perhaps post either the .curves file or your .3b file (if it's not NDA), so we can inspect it? Perhaps, if you're laying out two separate curves, you should keep them on separate VoxTree layers?
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Very nice work.
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Creating glow or luminance effect with 3DCoat.
ajz3d replied to TVPaint_Fabrice's topic in General 3DCoat
3D-Coat does not currently support emissive glow or reflection effects. Not to my knowledge that is. -
V4.5 BETA (experimental)
ajz3d replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Yeah, I know my friend. I'm just trying to indirectly indicate Andrew and The Team that this issue might be worth some investigation. I can provide the geometry from the screenshots. -
V4.5 BETA (experimental)
ajz3d replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
I think you will agree with me, Phil, that every extra (normally unnecessary) step you need to perform during each iteration of asset creation has a negative impact on the whole pipeline. A few seconds here, then another few seconds, and another... When you need to do multiple iterations, it stacks up into minutes and hours and is prone to user error. Heh, it's comparable to painting out normal map errors in Photoshop after each bake, a relict from old times. GU algorithm is great, but there are some situations where it fails. In the particular case of those two islands, it would be better if maybe 3DC offered some choice for the "areas of doubt" whether they should be unwrapped fully with GU, best-plane-projection, or averaged between those algorithms. Or maybe some minor tweak to the code would be enough to fix that. -
V4.5 BETA (experimental)
ajz3d replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Yes, they do make the island unwrap without errors, but at the same time I'm left with two seams in place where I don't want them. Other fingers, which have THE EXACTLY SAME topology unwrap correctly without the need of inserting additional seams. -
V4.5 BETA (experimental)
ajz3d replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
@Andrew Shpagin, I'm having some problems with Global Uniform algorithm failing to unwrap some areas of my character, even though it does a fine job unwrapping other parts with the exact same topology. Here it doesn't like the pinky finger, but other fingers which have the same topology unwrap correctly: The underside island of the pinky finger also unwraps incorrectly: It's not limited to this particular model. I often notice weird GU unwrapping errors with other cylindrical shapes. -
- 6 comments
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- ornatrix
- octane render
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V4.5 BETA (experimental)
ajz3d replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Is Clone tool in retopo room broken in 4.5.40? I cannot clone faces to a new retopo group any more. They stay in their initial group. This means that if I don't translate them to a new location after entering the tool, faces are stacked on top of their original versions. --- Okay, I just noticed that it was already mentioned. -
Niiice!
- 41 replies
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- steampunk
- motorcycle
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I see that symmetry is turned on. Do you need to weld vertices at the centre of symmetry? If so, then what you might do is to try increasing Mirror Snapping to a higher percentage (the slider is on the top bar). If it doesn't work, recreate those faces from scratch, but start with vertices that lie on the symmetry plane. Snapping to symmetry plane is a little bit wonky.
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Actually it depends on the workflow one has currently selected. It will be "Roughness" for "Roughness/Metalness" and "Glossiness Intensity" for "Gloss/Metalness" and "Gloss/Color Specular" texturing workflows. Regarding your issue @derrickAziz, you need to enable painting with glossiness channel because you currently have it disabled. Do you see that small green sphere at the top bar, between those two white X-es and Falloff and Depth sliders? The rightmost sphere is the glossiness channel which is now crossed out. The leftmost is depth, which you also have disabled. Until glossiness channel is disabled, you won't be able to paint with it.
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Vertices snapped at the wrong side of the model
ajz3d replied to Dennis Nikolaidis's topic in General 3DCoat
This happens frequently when you're retopologizing a thin surface or a surface on top of some other surface. Try using different snapping algorithms. It probably won't help, but there's a small chance that it will. Try moving your vertex to your hi-res geometry's border, and then to its target position (move it from around the edge). Sometimes it works, sometimes it doesn't. Most of the times you will need to delete your retopo faces and recreate them. -
It's a notorious bug. First back up, and then remove %USERPROFILE%\Documents\3D-CoatV45\ToolsPresets directory and see if it helps. Restore the directory if it doesn't.
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Hmm... How can I change my signature? --- Never mind, it's in account settings. I have uploaded a Stylish override for the Titanium 4X skin (you'll find a link in my signature). It removes some elements which I found unnecessary or cluttering, replaces almost all blue elements with 3D-Coat's teal colour, reduces the contrast of the page by converting most of the whites to 909090h, and contains some other hacks. I didn't test it on my phone yet. A screenshot (from "unread posts" in compact mode):
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Houdini 15.5 Indie, now with external Rendering support
ajz3d replied to Nossgrr's topic in CG & Hardware Discussion
Yup, and I created my own preset for the export constructor. I have this viewport problem ever since H15 with Principled shader came out. -
Houdini 15.5 Indie, now with external Rendering support
ajz3d replied to Nossgrr's topic in CG & Hardware Discussion
I use a custom Principled shader setup. It renders out correctly in Mantra. It's some problem with viewport's OpenGL shader.