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SYN7AX3RR0R

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Everything posted by SYN7AX3RR0R

  1. Hey Geika, thanks! I agree about the horns. It's a classic case of the "WIP". I'll probably redesign the shape, and definitely want a more intricate profile to them. The teeth also need a texture, and I'll need to drop more of a reptilian eye. For now this goes back to the backburner, I'll get back to it when I have some time. That dragon material was an edited SmartMaterial>default>paint_old_rust I'll try to post the material tomorrow. Here's that same SmartMaterial on another dragon
  2. Thought I'd post this here. It's been a while Textures for this dragon were created using Smart Materials. I really love the workflow! Sculpted in Blender (Dynamic Topology), rendered with Cycles using the new Principled BSDF (PBR) shader
  3. That was it!! Once enabled, the hotkeys from "CustomizeNavigation" start working. Much appreciated Carlosan! This feels so much better now
  4. Should I report this as a bug, considering that the commands in "CustomizeNavigation" don't seem to work? Can anyone confirm this?
  5. I remember way back (at least some 3 years ago), I was able to manipulate (Move, Scale, Rotate) Stencils in the viewport (this was before the Smart Material). About the time the full color Stencils got moved under the Smart Material, I was not able to set up Stencil+SmartMaterial manipulation in viewport with a Mouse+ModifierKeys. I go to Camera > CustomizeNavigation > and set desired mouse+key combo for Move,Scale,Rotate Smart Material, but it has no effect. I double checked that I don't have any conflicts. As far as I remember this used to be the place to set it up. Am I doing something wrong or is this broken? I really dislike having to use the transform gizmo for stencils. If I use the top Bar - it's hard to move up (end of screen) With the gizmo, it defaults to the center of Stencil/SmartMat also hard to grab it once you zoom in and center goes off screen. Also manipulating the Stencil with hotkey mouse kombo the cursor is the pivot for the transforms, this makes it much easier to work with. Any clarification/help is appreaciated. Thanks
  6. Hey Gav, Awesome character, and sculpting!!! My favorite I've seen from you. r
  7. Hey thanks LJB! I opened this old model as a test dummy for Voxel Texture Painting. Did a minor tweak on it with SurfaceTools LC. Painted on it (no UVz) > Exported heavily decimated > did an autoUV on it > and baked back the Diffuse and bump. The workflow has improved a bunch since I've sculpted this. Good work Pilgway. Rendered in blenderCycles.
  8. Hey Markus, that Arnie sculpt is amazing, great likeness! Rock on.
  9. Hey, Just wanted to say that i'm ipressed how well the surfaceMode booleans are working. My test was with 3d-Coat-V37-01B-CUDA64 I was working on a a full body sculpt in sculptris and along the way started the arms as a separate mesh. Tried merging it in meshMixer, but it was crashing all the time. Didn't really want to go through voxels as I really didn't feel like breaking the mesh density that i had in sculptris. Then I remembered I could import in voxels on a Surface Layer without voxelizing, thought of giving it a try. It worked flawlessly!!! Props on getting this working so well!! I've later also merged the some hands i once modeled as a poly model. This really opens up a workflow for me using 3dc and sculptris. Hopefully some day the brushes and the feel of 3dc surface gets to my liking some day. As one could have figured, i really like the feel of sculptris. I'd attach some images but there's nudity, so out of respect to Andrew I'll leave it out. If anyone is interested they can check out my site, the girl sculpt. Nice work Pilgway!
  10. that's looking cool. pretty good translation of the 2D concept. one thing you could add more detail to is the ear. not a lot, just a bit to get it closer to what's on the concept. good to see you having the time for some 3D.
  11. sucks monkey balls! ...well ok maybe it's not that bad inspiring stuff, looking forward to see more from you.
  12. i did a capture of a sculpt when i first tried 3dc. not a speed sculpt really, could be if it was maybe sped up a bit and if some parts were edited. 2 vids on vimeo http://3d-coat.com/forum/index.php?showtopic=4291&st=0&p=37358entry37358
  13. Currently the only way to preserve rez is the way you had tried. Source layers adopt the voxRez of the target Layer. You have to increase the target layer to desired level to preserve detail. There has been some mention of developing something like liveClay on the voxel end. I'm not aware if it's still on the list. I wouldn't be surprised if liveClay got good booleans some time down the road. Either would be a solution for you issue. I have performed booleans with voxels in hiRez and my RAM would peek to 7+ GB (out of 8GB), no crashes. It took time, but I found it very stable. In the current state of 3DC you can leave that step for the end, increase your voxLayer rez and merge.
  14. i tried this a couple of versions back. it worked very well on a lightweight mesh, but crapped out on a 100k+ tri mesh. looking forward to try this out again. thanks on the link, i honestly thought this will not recieve further development.
  15. Psmith | the issue here is that i don't want a grid like mesh, i actually want the edge-flow to support muscles. when i take this mesh to ZB or MB to transfer the details from the original sculptris sculpt i would need quite a bit more polys on the grid mesh to work with it as i would with the kind of mesh i get. that pretty much defeats the reason i used autopo in the first place. Andrew Shpagin | thanks on the tip, i've noticed that subconsciously i believe. one of the major issues with a low poly mesh is that guides that are placed for a detailed region (like the ones for the eye loops on the example of the same mesh) are not going to be followed. this becomes a major issue for the same reason as descibed above. i understand what you guys are saying and it is true for certain situations. unfortunately the situations where i've used autopo are quite different. i usually atopo a hirez mesh to be able to get more detail from the sculpt (because the initial sculpt did not have a proper base mesh or is either from 3dC / sculptris), also in most cases i will avoid using displacement maps and rather go with a mid-rez mesh and normal maps. i use autopo quite a bit, and i'm just saying ... i believe that this would greatly improve the tool for production use. i'm not bashing the tool or such, on the contrary, it's a piece of art, a very good tool as is. doesn't mean it shouldn't be better.
  16. ...while I'm at it. This is another aspect that could benefit a lot from some improvement, I have experienced it from the first public beta. Basically the guides do a good job of forcing edge flow, where they fail is if it's a closed guide. A closed guide should not just influence edge flow, it should force a closed edge loop. This would avoid creating edge spirals thus make the autopo meshes coming from 3DC much more production valuable. Here's a couple of examples of what I mean. In this image you can clearly see the spiral edge flow, and there is actually no need for this, closed edge loops would do the job ... it's 'just' about forcing one to be created and letting the algorythm work arround it. This is the wrist guide on that Autopo: Another issue that I experience continually on this model is that the mesh of the fingers bridges/fuses near the root of the fingers. This happens even if I draw a closed guide near the root. I believe that forcing closed edge loops by closed guides would fix these kinds of issues as well. You can see the distance of the fingers in the inset img. This is a personal project I'm working on, but I've been dealing with all these issues in production since the first public auto reTopo release.
  17. Hey Andrew, One thing I've been missing from the very first release of the Auto reTopo was the option to save the Density (Modulator) Map. It's crucial that we can save strokes, but it's quite a trouble not being able to save the density map. The problem gets even worse that each time you save the file you lose the density map, this means that even without closing the file during one single session I might have to repaint the map a few times. A big problem is it's hard to get back to a project after some time has passed and get very similar results as you forget how you painted the map. These are a couple of things that would speed up my Autopo a lot: - #1 Save Density (Modulator) Map - Option to Clear the Map - Option to Flood Value (if I vary the Density Map a lot I noticed that my Autopo turns out much better if I paint the whole object with a low value) - Better Subtraction (Inverse) Paint I'm aware that this next one might be quite a bit harder to implement and that is the reason I'm not including it above. For me it takes a number of tries to get the mesh density (Approximate Polycount) right. It is very good to have the Approximate Polycount limit, but unfortunately it does not help much in determining the denstity of a mesh as each mesh has a very different surface size. I believe that it would be much better to have an alternate option (the 2 would not be able to work together) where you are asked to draw a quad polygon on the surface of the voxel (maybe using the Pionts/Faces tool). This polygon would be the guide polygon sizes on the zero level (unpainted) density. Thanks for all the hard work and sweet tools
  18. from what i know it used to be: first the developer drivers; than the toolkit they had that info on the CUDA site before. not any more. that's how i remember it and have it even written down from the time i installed it. i know that the sequence of installation was important back then. it'd be best if you can confirm with someone else as well.
  19. After spending a bit more time on it ... The problem is the imported mesh is not part of any 'Group' (layer) in the Groups panel. The display of the mesh is just the same as an inactive mesh (group) in retopo. Is there any way to select faces with Select and add it to a new group/layer? edit: That worked Moving Selected faces to current layer did the trick.
  20. I want to snap a mesh i have to a sculpt. - I import the sculpt File > Import > Reference Mesh - Retopo > Import > ENTER > Yes-to snap The problem I have is only some commands work now. For instance I can not use the Brush tool, Move Vertices, Select works only on edges and faces. If I use the Quad tool only the edge i start off gets merged vertices it won't ever snap after that; also the faces created have a different color as if it's a separate mesh (the 2 points that form the edge the tool was started from can now be affected with Brush ... none of the others can) One thing I've noticed is that the new mesh is not on any of the layers ... it's as it's not part of the retopo at all. Looks like a bug. Any help appreciated ... I'm under the gun to finish some stuff. Thanks in advance.
  21. Hi, Is there a way to have all visible objects active for painting (Paint Room) ? My problem is the next object becomes available for painting only when the cursor (center of the brush) gets in touch with the surface. Now this is what I want for the majority of cases, but there are those special cases when i need the brush falloff to work on all visible objects, in order to get a gradient. Thanks in advance for anyone helping out ...if itès not possible, Andrew maybe itès something to look into Possible make a toggle button ?
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