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paqwak

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  1. Looks like you guys dont really get the point, so I'll try to do my best to resume : Vue, Terragen, WM, GC ... none of them can compute 3d erosion, they all do erosion on 2d elevation data. Type erosion in google images, you'll see tons of example of shapes that 'simple' elevation cant produce. Voxels are great for terrain sculpting right (Crytek ?). Vue has a terrain sculpting room (very limited). 3Dcoat would be a really good solution too, especially with some procedural filters for large scale terrain creation. A 3D erosion filter would be one of them. I have not a single interrest into hair, open suvdiv, nurbs auto retopo
  2. Hi Andrew, I'm wondering if you havnt consider yet to add some erosion filters to help environment voxel sculpting. Easy to ask, and probably very tricky to develop There are 2 or 3 softwares around that can do that job, World Machine, Geocontrol and Terragen. The big limilation of this 3 softwares is that they only work on heighfield (vertical elevation terrain). I find voxel probably the best approach for complex terrain scultping, having a tool to create time erosion over the model would be really amazing. World Machine GeoControl
  3. Hello, Padding seems to work fine with the 3.3.08 ... thanks for your input philnolan3d.
  4. Great, that's indeed what I was expected. I'm actually using the 3.3.01 Cuda DX64 ... can you tell me your version sir ?
  5. The only option is the padding size, but not how the padding is made. So to summarize, 3d coat padding just fill uv island border with a constant blue color on x pixels, while modo padding actually extend the texture at the the uv island border. The question is, is it a bug in 3d coat ? or is it how 3dcoat padding is suppose to work ? Thanks for you help
  6. Hi philnolan3d, Well I don't see any option about this uv border extend, there is an option for the padding, but it seems to just extend uv island border with a neutral blue, that doesn't really help. Here's for example a normal baking using modo, with an extend of 4 pixels for the uv seems ... it doesn't remove seems continuity problems completely, but the result is so much better. ... I still think/hope I miss the option somewhere :/
  7. Hello, I probably miss a setting somewhere, but is it actually possible to avoid ugly uv seems when baking normal (or any other map) from a voxel model. Should be the most basic feature, but I can't have any good result so far. So here's a simple voxel model And here's the result using the quadrangulate for ppp - Using default settings / no occlusion / Initial sub = no, UV = auto-mapping, uv-set= No smooth, 1024*1024 texure Here's a closup of the normal + uv in modo, I can understand why seems are so visible. So there is no 'expand uv border size' process in 3dcoat to filter the image near uv seams ? Or am I doing something wrong ?
  8. First post here, so I'll first say hello to everyone, and congrats Andrew for his amazing job on 3dcoat. I'm slowly starting to learn the retopology tools for the moment, and I'm really amazed how fluid 3dcoat react. It's really cool, I'm even wondering that 3dcoat can really turn into a complete 3d poly modeling package I suppose I'm not using 3dcoat like everyone probably, I'm looking to the retopology area as a way to rebuild some of my models that moslty come from nurbs software (MoI). And I'm wondering if it would be possible to have an option to turn temporary the retopo mesh into a sds model using a catmull algo. Coming from Modo/lw, I often use this option (TAB key) to check my mesh/polyflow ... I've seen there is a subdivide tool, but that's not what I'm looking for ... the subdivide option use the reference mesh as background constraint (and that's pretty handy too) ... I just need a way to see how the retopo cage will look when it's subdivided. Forgive me if it's allready avaible/asked (as I said, I'm in a learning stage ) Cheers Pascal.
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