psyborgue
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Posts posted by psyborgue
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Andrew. Yet again I am shocked. Displacement painting in DP is amazing... and it's *fast* which I really didn't expect.
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black (not normalized) works.
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at least with zero as gray (normalized), the depth coefficient does not match the number used on export. I will test other options.
Edit: the depth coefficient with zero as gray does not change the result *at all*. I tried using a very high number (100 times) and the result was the same.
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ooh. this is cool. I don't have to wait til the stroke finishes to see the displacement. Nice! And that nasty smoothing bug is gone.
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I re-uploaded valid file on server.
Excuse.
Thanks!
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I like that idea that if we have like teams of two. It would strengthen the hole community. **sending message to Juan Carlos..
or maybe we can cast lots who is getting who. Maybe Andrew can think something, it would be fun.
Well we could have a preliminary competition. First place gets paired with fourth, second with third, and so on, so the skills all add up to roughly equal... or like you said, maybe Andrew can think of something. It would be fun.
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Maybe now would be good time for a little competition. Like best 3d-coat sculpt or someting like that. I think that it would bring more work into forum and good material for Andrew to marketing purpose.
either that or a collaborative project... it depends. Maybe work on teams (whoever has Juan Carlos wins... lol)?
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Um... Version 73 (mac) installs version 72 (when I start the installed app it says version 72, and it lacks the display disp feature).
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That is good idea. I will think how to do it better.
So, you just need a difference between low poly mesh and currently subdivided and sculpted mesh, right?
Not quite. I need a difference between the subdivided low poly mesh and the currently subdivided and sculpted mesh. This means that in blender (or maya for that matter), I can apply, for example, three iterations of catmull clark, displace that subdivided mesh (apply that difference), and top it off with *just* the high frequency details in the normal map. If the low frequency details are included in the normal map, it results in incorrect shading when used in combination with the displacement (normals are perturbed to "correct" result twice, resulting in incorrect result). (attached is a pic of how both maps and the result should look)
video example here:
http://www.michaelcrawfordportfolio.com/do...alNdisplace.mov
Great work so far, though. I'm pleasantly surprised at how well DP works.
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Thanks. It would be nice, though, if this were part of the displacement export in the menu (under import/export textures). Otherwise it's not quite clear what is getting exported.
I generated a displacement map in blender from the difference between the subdivided base mesh and an exported mid-poly mesh. Attached is the result. As you can see, the displaced result now matches the reference mid poly mesh perfectly. With the normal map on top of that, the end result matches the 3d coat display perfectly.
It would be nice if 3d coat could generate something similar as part of the model export process (base mesh, low freq displacement, high freq normal).
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Not to innundate you with bugs, but displacement export from DP also has a problem. Video here:
Part 1:
http://www.michaelcrawfordportfolio.com/do...mentProblem.mov
further illustrating problem when imported into blender:
http://www.michaelcrawfordportfolio.com/do...entProblem2.mov
The normal map is perfect... It has none of the low/mid frequency detail and all of the high frequency detail (exactly as desired).
The displacement map, on the other hand does not store the low frequency detail (it seems to more or less be a depth copy of the normal map). This makes it impossible to replicate the exact shape of the VS>DP model without exporting a high res mesh (which would be a pain to animate). What I would like is the difference between a smoothed base mesh and the displaced sculpt stored in the displacement map (low frequency detail). That way I can displace the mesh to the desired shape and add the high frequency details with a normal map.
When I generate displacement maps in blender I usually do a difference between, for example, a subdivided base mesh and a level 2 multires mesh (highre level is more subdivision)... then i generate a normal map between level 2 and the highest level of detail available. It would be great if this method could be replicated with 3d coat's DP.
Thanks in advance,
You're doing a fantastic job.
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There appears to be a bug when using materials (in either DP or microvertex) resulting in rotation of the cubemap preview not being accurate with what is painted. I've uploaded a video here to make it clearer:
http://www.michaelcrawfordportfolio.com/do...lCubeMapBug.mov
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Don't know whether this is a bug or not yet implemented, but masking does not work in DP. Is it supposed to?
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I'm still getting artifacts whem smoothing with less than 100%. See video here:
http://www.michaelcrawfordportfolio.com/do...DPsmoothbug.mov
(Alpha 71)
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I have a strange request. I just purchased 2.10 for Mac OSX. I'd like to do an advance purchase of 3.0 now while the US Dollar still has some value. I have a feeling that by the time 3.0 is released in May, you may not be accepting US Dollar orders any more.
I'm serious. Don't know if you follow the financial markets, but I do.
Terry
Lols... My whole family is investing in gold. I wonder if Andrew will start accepting e-gold:
http://en.wikipedia.org/wiki/E-gold
The Govt doesn't like it since it's harder to monitor (they were prosecuted as an unlicensed money transfer business), but they're still open for business.
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2) So you want to use the software for a PAID project, but you don't want to PAY for the software? That's not fair at best; At worst is stealing. Consider yourself lucky Andrew is doing a public alpha test and that you got to be part of it.
To be fair, he says he has a valid license. He probably just needs to re-enter it. I'd be more interested in the majority of this thread posting screen shots with "trial" labels on the 3d coat titlebar month after month. Come on people... If you use it (especially in production) and expect Andrew to continue developing, you might as well put a tip in the jar. It's rude otherwise... ethical concerns aside.
Consider for a moment you lack any and all ethical principles and you're just concerned about getting 3d Coat. Well. If nobody pays for it, 3d coat will cease to exist entirely as Andrew won't be able to afford to continue to work. You wouldn't be able to abuse the trial version at that point either. You don't want that to happen. Nobody wants that.
Yeah, this argument is made all the time with software like that of MS and Autodesk. Most of the time it's complete BS, but in this case, it's not. Andrew is a full time developer on this project and as such needs to get paid to continue to do that. It's not an overpriced product, either. I think the price is very reasonable for what you get and he has student deals as well.
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OK I dont understand this at all. Why, when I have a valid license is this expiring?
Try re-entering the license key. I had to do this yesterday after upgrading my laptop hdd.
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This could be a very good idea. I think that it is very important that when 3d-coat v3 release is getting closer that we could have some master pieces to show the real power. I know that it is a little bit hard when there all the bugs and missing features but It's already starting to look a real pro program. This game project could be one idea. Maybe we could do a scene or simple animation, where would be many models by different users or something like that.
Yeah... but an animation would be a lot more work than a themed game mod (UT3 maybe? Crysis? HL2?). As far as bugs are concerned, I haven't found that many outside of DP. Using microvert paint has been relatively uneventful (other than positive).
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I think a bunch of 3d coat users should get together and work on a collaborative game project/mod. It would be good advertising for 3d coat and look good in a portolio. Anybody interested?
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I like it better without the armor, but retopo of those complex elements will be time consuming. Are they seperate objects? It might be easier if they were.
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Just fyi, my site is down at the moment. it should be up in an hour or so. If you want the 3b file sooner, shoot me an email at psyborgue@mac.com and i'll email it back to ya.
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This is funny. I'm still having some problems with this one. I downloaded your modifyed houdini file and then replaced obj file and exr file with my own files and it dosen't give the results I want. Do you still have your cube obj file and exr that I can borrow to see if that works.
When you doing your vector displacement map. Are you using tangent space and black to zero, not normalized options to get best results?
Here is the 3d file:
http://www.michaelcrawfordportfolio.com/do...testdisp.3b.zip
the cube is exported using low poly original positions (basically the original cube), and the exr is exported using black (not normalized).
3D-Coat 3.0 ALPHA
in New Releases, Bugs Reports & Development Discussion
Posted
bug: when "show displaced mesh" is on, the wireframe display is not correct.