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manne3d

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  1. hey! drag n drop works here on vista 64 from a file browser. i never drag pictures from web. dont work on opera browser btw...but thats a opera issue, cant drag to photoshop either. curve tools are great! would be really nice to have this rig permanent on the voxels and be able to edit with other tools and pose again after. i know that the mesh will be degraded, its the nature of voxels. but if the voxel grid is at high rez then it should be ok. then the information from this rig could be used in the automatic retopo...to get correct edge loops. that would be fantastic! keep up the good work downloading latest now
  2. R.A.S.P...realtime advanced surface plateau . hehe. i think the red plane is good (maybe could be a option for trans and hide when sculpting)...but is miss control. is there a shortcut for moving the plane...i can see options in the tool..but it would be useful to be able to move the plane with a shortcut. maybe same as navigation...but for example on the P buttun instead of alt pro plane transformation. p+left mouse drag = rotate plane, p+right mouse move in,out according to normal on rightclicked face. also i think it would be useful with a mode where the plane is not constrained to the brush but like the symmetry plane. translate and rotate plane and with the P navigation option. have anyone tried the fluids painting features in maya? i think its a cool concept...its like a cube with grids (like multiple rasp planes..and you have a slider on the gridcube to choose on what plane to edit. i dont think maya fluids paint way is optimal..but it should be easy to block out shapes with. anyway maybe it triggers some ideas. maybe have a toggle for connectix 3d mouse to move brush in 6 axis and toggel back to move camera (maybe that is in 3d coat already)...or make use of a other input device to choose depth like a joystick or midi device. i guess it would be easier to just get a haptics device... laters
  3. ----------------- -With eraser. - ----------------- ahhh i see, i did not think of that!! ---------------------------------------------------------------------------- -I can make that if depth and color disabled CTRL acts as eraser.- ---------------------------------------------------------------------------- i think a cleaner thing to do would be to invert the "specularity %"value when CTRL is pressed...question, is the "specularity %" the amount of luminance? if i have 0% i paint black, but because of ADD mode nothing gets added? if so, then a fast fix could be to change the blend mode on spec from ADD to OVERLAY or similar...all values over a "specularity %" of 50% same as before ADD mode....anything under 50% gets MULTIPLY..problem with blendmodes is stuff from other layers shine through...some times you want to completly replace the spec..and then via layer settings tab fade out or use blendmodes. problems might occur with scene backward combability. but a better solution yet would be to let the "opacity of specularity %" drive a alpha channel and let the "specularity %" drive a black and white channel, or color channel if you choose to implement specular color. also in the layer settings there is already depth and color opacity...if you implement spec opacity and blendmode options too..it could default to ADD and have backwards compability too. ok now i will find a strong place retopo tools are FANTASTIC! among many many other. thanks for your fast answer and congratz on V3.1!
  4. hi! the way specular is handled in 3d coat is very confusing to me seems to be only one layer specular...i can not put one spec layer over previous layer with a darker color. it seems like i can only add...i like to be able to paint darker spec in cavitys on a separate layer. if i load a base specular texture from photoshop in 3d coat...how can i make it DARKER in 3d coat? with depth and color its consistent with the control button...i get inverse action if i have white color i get black with control..but with specular...nothing happens. i tried setting specularity slider to 0% even -100%....no darkness darken brush dont work on specular...if i only paint on spec channel, darken brush get applyed to color channel even if color channel is un-checked. i dont know how to implement better control for specular. but to me its a shame to have such a rubust and feature rich paint set and only have basic spec control. can i ask for specular color feature? how about a separate rgba per layer for spec? maybe to expensive...maybe 2 channel per layer...1.luminance 2.alpha or maybe make it so that if i have 0% specularity on my pen i get no spec...black in spec texture..overiding previous value specularity and opacity of specular in the settings for spec seems to be the same thing right now. also a specular roughness or eccentricity (specular spread), and a specular amount multiplyer on each shader would be cool and a separate inverse for the specular only would also be useful when painting with masks ect maybe i missed something and if so please tell me. how does 3d coat handle specular maps. is there one per layer or one per shader? i noticed this this in per pixel painting..maybe it works in the other modes this may seem like a negative post but i have to say im really impressed by andrew and his team..andrew is the king of coders in my book! 3d coat is a really uniqe program and i will buy it soooon the cavity painting on normalmaps..WOW really powerful new feature! bow
  5. good job! must have been alot of work direct painting is smooth as butter on mid spec laptop with 4k textures. i also get crash when i import custom meshes with initial subdivision checked (works if i use "no subdivision", wich is fine for direct painting anyway.) one strange thing i found out was when i used the fill tool. in uv window it was like 100 times faster than using it in the 3d view. i like to be able to fill UV shells with uniform color or spec for a base layer. i wonder if its possible for an optimization on the 3d viewport fill. right now it takes about 10 seconds just to fill a small part of an object. btw i use fill with no color tolerance on a 4096, 2048 texture. after a bit more testing it seems that the 3d viewport fill is more complex and fills not only the UV shell i click, but also UV shells that is connected with shared verts. it also seems to give cleaner results with no seams..some time when i fill from the UV editor seams show up. BTW andrew u rock!!1
  6. my first post here...been dwelling in the dark for to long i think the biggest problem with manipulators is not the look, but the lack of control. the merge manipulator is good and simple, but there is no control. maybe i missed something but here is the problem in my view. 1. no control, you move something or rotate it...but how much? give us a channel box for every transform that updates the values, so we know exactly where stuff is in world space. 2. local object space transforms...i cant find out how to switch to local space. would be nice with a little switch button on the manipulator 3. easy snapping like maya (hold "v" for snapping to vert...drag only x arrow in combo with "v" for constrained snapping in x only to nerest vert, "x" for snap to grid "c" for curve. 4. easy move pivot like maya "d" key i have to say i have not used 3d coat in a while now so maybe some of this things is already in there. if so i am sorry i think curves have the same problem...inconsistency. retopocurves look one way, some curves have big red balls, some have manipulator some do not. i think get rid of the BIG red balls and make normal balls or squares for CV selection only(not scaling)...and use manipulators for scaling and translating BTW keep up the good work! looking forward to the paint on lowpoly stuff!
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