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johan21

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  1. Hi - yes, see pic below to prove it! I have created UV's and baked. However, instead of baking on normal details, I have added them as a paint layer. The discrepancy is actually occurring within the one island (aqua blue). So here is what I know: I have tried using the 'Height Adjustment Tool' in the paint room, and this is affecting how "More on Dent / More on Bumped" behaves. If I raise the "height", then "more on bumped' starts to work more. If I lower it, then "more on bumped starts to work less, or not at all". So it seems like 3d coat uses a height map as well as a normal map but I can't see this height map!!!!
  2. Hello Some random symmetry issues was fixed on latest version 4.9.66 _____ Thanks - unfortunately this is not a symmetry issue, in my pic the only symmetry plane runs down the centre of the face as you would expect. It feels like I don't understand something about how normal maps work. I only see 'high spots' and 'low spots'. But 3d coat seems to think some high spots are higher than others, and some low spots and lower than others ?!?! I didn't think there was 'displacement' separate from 'normals' but maybe I've missed something fundamental. I am also on latest stable release FYI.
  3. Hi folks I really enjoy using the 'More on concave' and 'More on convex' settings in the paint room to paint based upon curvature. I had created some detailed normal mapping in the paint room and expected 'More on dent' / 'More on bumped' to work in a similar way. However, instead, on my sample pic shown: - More on bumped is not doing anything at all. I'd expect it to paint more on the 'raised' bits of my normal map. - More on dent is working kind of as expected on the left hand side of my image as shown in pink (painting in the lower part of the normal map). However I try the same on the right hand side of the image and it does nothing. It's really random, as if there is something different about my normal map in different areas that I can't see.... Help!
  4. Ok, well the new build wasn't a miracle cure for my old file (but I hope it will prevent a repeat in future), in that opening the old file and clicking save didn't reduce the file size. The file size issue was resolved by creating a bundle of new voxtree layers, and 'moving' all my existing layers into them, clearing the voxel cache for good measure and resaving. This has reduced the file back to < 100 meg. This worked in either the old build 3.7.18F or 3.7.18H.
  5. Excellent... that's what I call a fast response time (?!) Downloading now.
  6. BUILD: 3.7.18F(CUDA)(DX64)(educational) OS: Win 7 Home Premium SP1 HARDWARE: (If applicable): N/A BUG DESCRIPTION: File size grows steadily from 200 meg to 3 gig for no good reason and won't go back. STEPS TO REPRODUCE: Unknown. I've seen this reported a couple times, but various workarounds and suggestions others have suggested are doing nothing for me. I started modelling 4 separate voxel characters in the one scene (I had my reasons, I wanted to sort of model them in a consistent way). Here is an earlier version of my 3b file with all 4 characters, the file was 210 megs and loads in 5 seconds (timed), and had no issues. During the modelling process I brought some obj files in from max and merged them as voxels. I've also posted a shot of my voxel tree structure. I started to retopo, then uv, then paint one of my 4 characters (the man). Again, this all went well, and I exported my low poly baked model out to 3dsmax. At some point I came back to my 3b file intending to continue with the second character, and suddenly noticed two very odd things. Firstly, some of the voxel layers had become ghosted as shown below, even though they were not in ghost mode (e.g. the man and woman are ghosted below, the children at the back are solid. I have deliberately pressed 'w' for wireframe in the screenshot). I have tried reapplying a new shader (apply to all visible), and unhiding all, but none of the view settings changes this. Second, my file size has become 3 gigabytes. Sure as you can see the voxel resolution has been increased. However I've gone back to a previous version with the same resolution which was only 863 meg. Moreover, if I delete 3 of the 4 characters, delete all the layers and objects in the paint/UV/retopo room, and click 'clear cahce' in voxels, and then save my file, it will still be no less than 2.7 gigs. I have tried clicking on a single voxtree layer and exporting as a 3b file. The file will be 3 gig. No matter what I do, I can't do anything or save anything that saves a file much less than 3 gig, and naturally any of these files are becoming near impossible to work with and regularly crashing 3dc upon opening, saving etc. I'm quite sure that If I saved a completely empty file it would be 3 gig as well. Really look forward to the bug fix for this one.I'm going to try exporting all my voxel objects as obj files and try merging those back into a new voxel scene, but I'm kinda nervous about this happening again.
  7. Having finally worked through the complete workflow of voxel sculpt, retopo, painting, and exporting my mesh, I find that in my .3b file if I go back to the voxel room, the voxels are transparent. This is not 'ghost' mode, I have tried that. Is this a bug? It seems like it because the only thing that seems to restore the normal voxel shader is clicking 'surface representation' on and then off (the 'V' icon on the voxtree).
  8. Thanks digman. Yes I was trying to snap to the clothing, which was indeed on a separate layer in the voxtree. I think this was the main problem, as i was snapping to the body layer under the clothing, but I wanted to snap to the top of the clothing. After I merged the voxtree layers and just had a single one visible the snap tool worked more as expected.
  9. Hi folks As you can see below, I have created the characters left arm in the retopo room, with the right arm created using symmetry. I've then clicked 'apply symmetry', and am trying to now get the right arm vertices to sit 'on top' of the voxel model on right side (which is slightly higher due to the clothing). I've tried selecting all vertices and then clicking the 'snap' tool in retopo, but this doesn't seem to be working. It looks like I will have to manually drag each vertex further away from the model and then allow it to snap back,but that will be painful. Any suggestions?
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