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David Schoneveld

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Everything posted by David Schoneveld

  1. well I'm sort of doing that in maya. I export the object to maya and mess with it until I get a tilable seamless texture. So I can do it but the feature would save me many hours every time I need an new tileable sculpted texture.
  2. I don't need to retopo, so what would I do in the retopo to get tiling? I'm only baking down to textures. Edit just added an example. You're not going to get this to tile with out paint fixes in photoshop. Its frustrating that I have to come up with a lot of extra steps to get this to work for me.
  3. This has been requested many times, with a lot of forum posts about it. Its frustrating when my co-workers tell me the solution is another piece of software, but I don't want to use another software I want to use 3d coat for all my sculpting needs. Would it help if I said Please? I would say the request is for instancing of brushes. so a user can have copied strokes with a user defined offset. This would be amazing.
  4. Another way it could work is brush instancing, (vs surface instancing) with an offset, so on 1 plane I'm painting 9 times. So if I bring in a plane 90x90 and offset my brush 30 I should get a perfect tiled space in the middle 30x30.
  5. I know we have the instanced voxels, and the surface tiled also instanced, but thats not good enough. I need to be able to sculpt/paint smoothly across the tiled edge. Even if its only in surface mode thats fine, if it works. I see from my search its been brought up before. I want to sculpt terrain textures, and its all about smooth sculpting across tillable seams. The picture attached shows how that (2 strokes) could never be smoothed perfectly with this setup. That needs to be 1 stroke that seamlessly draws across the tiled edge. Are we anywhere near being able to do that?
  6. btw this (logo tool) is by far the best method for doing what I was looking to do. Thanks!
  7. Is it possible (I think zbrush does this) to use a normal, or displacement map and convert it to 3d voxels or surface? For example I take a picture of a brick wall, convert that into a normal map, can I take that into 3d coat sculpt on top to then re-bake to an even cleaner tighter normal of the brick wall? I know I can import a normal map in the paint room, and edit it that way, looking to sculpt it tho
  8. I'm going to try to do more quick sculpts to get better at it. this is about 20-30 minutes. I'm still pretty far from being good, I hope in time I will be able to see improvements.
  9. I didn't see the 4x in the drop down on the versions. But I see the project needs to change to get the 4x.... huh well I can delete it can make a new one.
  10. Awesome! - E-mode circle/lasso/rectangle/spline etc will work closer to PS style - SPACE + LMB will move whole shape. Bug in 12A you can no longer paint "Materials" in the texture editor. I used to start out covering the whole texture evenly in the texture editor then cleaning up in the viewport
  11. nice idea but in practice everyone agreeing doesn't work in my experience. I could write a ton of information on interface design. I actually work at a company where part of it service is interface design, OOOii granted much of it is fake design for movies but much of it is also real, and even the movies they want practical future UI. It needs design theory that goes from large to small, then everything is implemented based on the design theory. Once people understand the design they will always know where to look for updated features, and new users will be able to learn the software faster. But moving things around could be disastrous too. People hate change, there are many users who have no issue with the UI and aren't represented on the forums, so the design would have to also be based strongly on whats there now. Anyway I'd say the best thing we users can do is build a design document, have a forum and work from there but at the end of the day we implement nothing. Andrew would look at and approve of whatever we convinced him works.
  12. I started modeling or uprezing a character by bringing in from Maya a lower rez mesh. I added and sculpted a lot since then. I was using 3.X and continued though 4 beta10. When I export the model its about 200x bigger and offset position from the original. Is that a bug or is there a way to correct that?
  13. Thanks, actually this came from me hearing an engineer explaining voxels to my boss. I realized its not that obvious when explained verbally you kinda have to see it. I even learned something. I know you could paint on voxels but didn't do it much, and when I tried to explain that I saw you can't paint on voxels its just painting on vertex and 3DC auto converts to surface mode. We all keep learning, I also realized I don't use the airbrush in sculpting b/c I don't really know how it's different from extrude (well I think it's a weaker version of extrude)
  14. I've been meaning to make a set of video tutorials that run through my top used features to get someone who has decent 3D experience up to speed with 3D Coat for the first time. Its not meant for beginners to 3D. The ideal person would already be very competent in another 3D package. This is what I always want to find when trying to learn something new. I feel most tutorials spend too much time for me on each tool when I get it pretty quickly. "I learn the best when someone shows me the basics/most important features and I then go experiment and figure the rest out myself. This series is by no means a compendium of all things 3D Coat, the aim is to show you the most useful features as quickly as possible, which is what I would have wanted when learning a new software package." Anyway I hope this can help some people learn and get into 3D Coat
  15. BTW don't feel bad that you didn't know about "To Global Space" I've been using 3DC a while and I didn't know about it until Greg said so. There are SO many things that a little tricks hidden. Seems like the "To Global Space" should be in the symmetry menu as well.
  16. or unlock the symmetry plane (in the "s" menu) then mouse over geometry and hit "tab" that will move the plane to wherever the mouse is. Its not perfect for mirroring but it might help. I think Greg's answer might be a better solution.
  17. yeah I can't tell for sure apples to apples to maya b/c I can set the 3DC camera position exactly. But yeah I at first wondered if the camera should be 35, or 54 FOV. In maya there are 2 settings for FOV that are connected, angle of view (54.43) and Focal Length 35.
  18. Has anyone noticed the camera in 3DC is somehow unlike camera's in other 3D packages? I kept being confused that at some distances the distortion wasn't was I was used to and seemed therefore unnatural. the zoom seems the be the root of the issue but I can't really tell. Sometimes I zoom in or out and the lens distortion seems way off. I thought the fix might be simple. Maya, and most autodesk software, uses a 54.43 Field of View (FOV) and 3DC uses 50. Now 50 is supposed to be the natural human eye, and should look better. But I think its more than that. I think there might be some different math in the way the camera moves/displays. Is it that the camera doesn't move in 3D space all the time and sometimes only zooms like a lens zoom while maya never zooms the lens it just moved the camera in 3D all the time? I don't know but its been bothering me since day 1. edit I thought this might be simple but its not.
  19. just got back from travelling to find the E-mode - spine stroke mode I LOVE LOVE LOVE it! Thanks this is huge! Really excited to put this to use again and again! YAY for great new features!!!
  20. from what I already know about dDo you bake out normal maps, paint shader mattes, then it bakes and edited color information and makes dirty maps of various ways and means.
  21. I haven't put it through all the paces but after opening a file that was exploding I'm happy to report everything seems smooth again! I'm really excited to get back to it! Enough Skyrim as I waited hah
  22. I was able to re-create the issue. I'm not exactly sure if its this combination or what. I started with a sphere pushed it around, switched it to surface painted some LC, then back to voxels, created 2 more spheres made them surface mode then started using the move tool in quick short movements. Thats what broke the surface it seems. here is a test file and the broken one I broke a minute later. gerrr tried to upload it as an attachment and I'm not allowed!?!
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