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mercy

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Everything posted by mercy

  1. Instead of a new render integration I want for Retopo: Sketch-Based Generation and Editing of Quad Meshes
  2. Same solution as my earlier idea. Only the + - keys don't work on these meshes in paint room. Retopo inside of mouth .. only I can't make the lower mouth disappear with the eye tool, + - simply doesn't work in this mode. And the default reference mesh shader for retopo doesn't show enough detail to see the ref mesh surface properly.. Why?
  3. AO baking should have the power of GPU support making it faster. If technologically possible.
  4. If you like to retopologize by hand and don't like the white shader of the imported reference mesh - it hurts my eye and is blinding white - and you want to set your reference mesh a lot darker so you can see its details better while creating a new retopo on top of it, here is how you: Change the Reference Mesh Color and Shader 1. File menu 2. Import for Autopo 3. Select your hipoly reference mesh : OBJ, etc.. -->click OK 4. AutopoParams window comes up. Set these settings: Quadrangulation Quality: BEST, slowest CaptureDetails: 100% Turn OFF Voxelize Before Quadrangulation Turn OFF Decimate If Above Turn OFF Hardsurface Retopology 5. AUTOPO Wizard window appears ---> click on CANCEL 6. You reference mesh model is now nice and editable: Select any Shaders from the right menu. If the shaders aren't dark enough, right-click them--> Edit current object shader settings ---> Click on Color Modulation -----> set your favorite retopo reference mesh color--->OK You can change the reference mesh OPACITY / TRANSPARENCY as well!! 7. Retopo Menu---> select IMPORT 8. Import your retopo mesh or begin a new retopo by hand 9. When you save this file, 3D-Coat will preserve your reference mesh shader and color settings. Have Fun!
  5. Fantastic job with regulating VSYNC in newer releases. My videocard's capacitors (or what) no longer chirps or buzzes loudly when starting 3D-Coat. I couldn't switch this sound off, no matter what forced or no settings I used in the NVIDIA manager.
  6. Congratulations for 4.5 and realtime PBR! Zbrush can run for its money. Nice promo video! https://www.youtube.com/watch?v=4uyIoj1-WcM
  7. Sketch Based Retopo will take a long time. http://igl.ethz.ch/projects/sketch-retopo/ https://www.youtube.com/watch?v=-OTl_TtAm1o#t=90
  8. Fixing seams: 3D-Coat vs. MARI Mari: Pros: + For base color texture seam fixing I find MARI the best. + It gives the best texture fidelity, doesn't blur and smudge pixels like 3D-Coat + I can paint in either UV window or in the regular 3D window. + I can switch off 3D-shading to work on the raw texture surface. + Mari's brush system is awesome and powerful. + The Paint Buffer technology turned out to be really useful. Cons: - somewhat slow - No symmetry painting 3DC: Pros: + Has powerful symmetry painting so its ideal for shininess maps and quick color paint + Faster than MARI Cons: - Weak brush system - cloned pixels are blurred and smudged - Can't paint in UV window
  9. 3D-Coat remains indispensable as we discover little backdoors in pipelines that until now were declared impossible to accomplish, but by these new discoveries we made it possible, leading to closely guarded CGI industry secrets, personal tricks.
  10. And to 64-bit Assembler for speed sensitive code parts, like paint room.
  11. What you are asking for is a separate job for a coder team accomplished over years. If Andrew wishes to see, how real brushes work mixing color like in real life, check out Procreate Painter 7. This was just when Corel bought them and the awesome coders probably left Corel right after that, because the next versions of Corel Painter were nothing like Painter 7. Nothing like that was ever accomplished after that, its lost technology years ahead of its time and the engineers, who accomplished that are gone. I wonder, where those brilliant engineers went to work, after they apparently left Corel? Open Procreate Painter 7: 1. Select Oil Brushes, Camel Hair Brush, 2. Go to Brush Options: long vertical window with lots of settings Find and adjust its EXPRESSION, check it by painting how the brush behaves and set this: Velocity Scale: 36 Velocity Power: 0.34 Pressure Scale: 1.00 Pressure Power: 2.00 3. Go to layer options try CTRL or ALT +1/2/3/4/5/6/7/8/9 for all important paint tools Set: Pick up background color from layers Select a color: Paint a few strokes like blue Select a new color: Paint a few strokes like orange yellow and watch how the colors mix. That's what you won't be able to replicate, because it took them a team building Painter 1.0 --> Painter 7.0, years to accomplish. Its a life achievement! Maybe, only maybe - I don't know - they are this team, continued working for iPad: http://procreate.si/
  12. @Thomas P. That material and texture is looking awesome!
  13. Zbrush can't generate Displacement Maps for thin objects like thin feathers that look properly in renders. All Multi Map exporter config options tried and the rendering of its EXR maps come out distorted. Its official. You might try to get the crown in 3D-Coat for these types of objects. Only with X-Normal could I bake an EXR that renders properly in 3DSMax, using a lowpoly cage mesh created in 3DSMax. The lowpoly was specially re-done to hold its shape better, when smoothed / subdivided, just for displacement..
  14. Exciting news. There wasn't a new feature in the what's new PDF for a long time..
  15. Please tell Andrew the metalness in current PBR needs small code change to give us more specular brightness http://www.greatswfurniture.com/Navajo-Iron-Metal-Coffee-table-black.jpg - in PBR shader code not in global lights control! - on edges on scratches (normal mapped or displaced or sculpted or bumped surface) and more reflection level and gloss control. Andrew please look at these examples: http://www.okokchina.com/Files/uppic30/metal%20furniture874.gif http://mobilier-metal-intemporel.com/IMGP0516g.jpg http://www.scrap-metal-art-thailand.com/alien-figure-table-furniture-statue-scrap-metal-art-for-sale.jpg http://cdn.trendhunterstatic.com/thumbs/woven-metal-furniture-basket-bench-can-onart.jpeg http://image0-rubylane.s3.amazonaws.com/shops/jbfinearts/JB0942.1L.jpg http://heringtonart.com/wp-content/uploads/2010/06/0051420-R2-008-2A.jpg http://image0-rubylane.s3.amazonaws.com/shops/jbfinearts/JB0942.4L.jpg?97 http://www.magazinelibertas.com/wp-content/uploads/2011/02/scrap-recycled-metal-furniture-designs.jpg http://www.onecreativecouple.com/wp-content/uploads/2012/10/distressed-metal-vase-pic-7.jpg http://www.onecreativecouple.com/wp-content/uploads/2012/10/pewter-vase-pic-6.jpg http://img.ehowcdn.com/615x200/ds-photo/getty/article/178/166/87452469_XS.jpg http://www.bittbox.com/caleb/free_high_res_texture_172.jpg http://assets.dornob.com/wp-content/uploads/2009/08/scrap-recycled-metal-art.jpg http://apartmentgeeks.net/wp-content/uploads/2013/06/xDSCN5906.jpg
  16. Still not metallic enough. Needs specular tightness and distribution per surface irregularities.
  17. Unfortunately current 3DC auto retopo fails miserably for snail shell shaped ionic column tops. Zbrush' retopo created flawless lowpoly mesh for this hipoly : you need a team like Verold’s QRemesher --> Zremesher so the team can solve specific problems. Manhours and engineering power of a dedicated coder team, who want to prove themselves, so they are eager, cannot be underestimated.
  18. I'm thinking about UV-ing a lowpoly model, sculpting it, then generating a displacement map and putting it onto a plane with the UV-s to render it with PBR to help create awesome textures!
  19. Exactly my thinking about upgrading a processor from Intel too.
  20. PBR in 3DCoat will be interesting, how the renderer will handle PBR materials. The old renderer is pretty good and fast, I liked it a lot years ago.
  21. Radial Stamp in Zbrush is super slow. Maybe 3D-Coat programmers can create a faster Radial Stamp? 1. It must rotate each stamp on their own center-pivot when moving the mouse 2. It must "SHIFT horizontal snap" the rotation of each stamp on their own center-pivot to any 90° degrees it is closer to (if angle = 249 then snap to 270° ) when pressing SHIFT. Snap Angle should be configurable: like snap to every 45°, etc.. 3. Each stamp must rotate as mouse is moved and stamps must be at 100% opacity, or radial fade per stamp if you feel like coding.
  22. Axial symmetry without question. Layer masks can be done in Photoshop with Export from 3DC.
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