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kirkl

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Everything posted by kirkl

  1. oh. ok, Thank you Now I got it. I should work with "mark seams" in UV preview window only. That way it selects, not doing seams. I think it's what makes much of a confusion.
  2. ok, i can select loops and rings but how can I make them straight horizontal/vertical/equidistant now ? I see those tools only active after I select "mark seams" and any previous loop selection disappears.
  3. How to just select loops , not mark them seams? That mark seam does make seams and breaks the UV.
  4. Is there the same "make verical/horizontal" command(button) for selected UV loops in Retopo room as in UV room ? Is it just hidden somewhere?
  5. Thanks for the help. I usually do what you suggested but often whatever extra scale I do it's still nowhere on the screen, Or somewhere way outside. Maybe I should set unit conversion or something?
  6. Whenever I try to import an obj into voxel room I always get either nothing at all, something tiny or something somewhere way outside of editing area. Guess I should do somehow proper export from other soft probably? I tried to export from Max and Zbrush. I gave up on voxels because of this actually.
  7. Thanks for the advice but I still can't figure out how to select loops and make them straight in UVs ( cool feature in UV room) . Also that select tool works very confusing, I am able to select anything except what I actually wanted. In the UV preview window it selects only the hole island. Looks like export/import still much easier way.
  8. Perhaps I am doing something wrong but what I see in retopo room are NOT a mirror of uv room , just a few basics. I specifically can't find tools for selecting loops, rings and making them straight or anything for moving points in uv manually .
  9. I have a hi-res model from zbrush and try to retopo and uv it in 3d coat. I can do the first thing but then what should I do to get retopo mesh appearing in UV room? I know I can do basic unwrap in retopo room itself but waht if I need to edit UVs. Right now only way I found is an export to othewr soft and then reimport back into 3dcoat. Is it only way?
  10. Would like to see improvements for "more on heights" and such modes. It's a critical feature for texture painting actually. It's still pretty inconvenient imo. It works basically based on depth info as I understand Both Zbrush and Mudbox ( "trim" and "dry brush") work similar way but could have a kind of dependency of brush size, velocity, and pressure . In Zbrush at least In Mary you could load displacement map as a mask and then edit it very precisely and non-destructively. So what I want is probably two things: Brushes that could use pressure and velocity to penetrate deeper or less into the concaves/cavities as a setting. A kind of depth modifier/editor with high pass, levels and such non-destructive filters that we could input as a mask to any layer that could use slightly modified version of depth info for painting "on heights". Instanced into several color layers at the same time when necessary. Something node based would be probably an easiest way. Maybe in a separate window + a kind of color indication that a layer has modified or instanced mask. Also please make it possible to have the transform gizmo center not only in the center of the material picture but rather where I want it to be ( like in Zbrush)
  11. Well, Zbrush introduced a few extremely useful procedural things for texturing that somehow made its awful layers tolerable. It doesn't mean I no more in need of a good texturing soft. So I still look for something other. Unfortunately 3d coat always had a few small inconveniences that always bothered be. Materials having only 8bit depth and the material scaling behavior when you can't scale it withing one axis only. If you stretch it, it squeezes in other axis at the same time. And a few other things. So I have never felt comfortable in 3d coat too.
  12. Thank you carlosan. There are several definitely usefull things I didn't notice
  13. I bought 3d coat few years ago being interested only in texture painting, mostly per pixel based. For sculpting I have always felt ok in Zbrush and didn't even tried 3dcoat sculpting a lot actually. But gradually I became accoustomed to do texturing in Zbrush too even with its inferior layers support. So I atually didn't open 3d coat for a while alredy. I would be appriciated if sombody tell me what whould I miss in 3dcoat v4 . I tried it for a short time and didn't find anything new in texturing field . Looks like all the progress goes in the sculpting field which is out of my interest unfortunaly.
  14. The cage/envelope support in other 3d soft is necessary mostly not to set a projection range but rather to set an exact direction of ray tracing for any specific vertex/edge. It's necessary while baking on models that should have some hard edges and some smoothed i.e. smooth groups, a very common thing for games. Sadly it is still impossible to do properly in 3dcoat.
  15. So tiny I often don't see them. Guess it's a kind of units problem or something. I am using Applink plugin in Max. How should it be set up to keep the size intact?
  16. it's exactly what i tried . I imported Zbrush vector displacement exr as textures>import>import depth layer in 3d coat and get a weird mess. Perhaps I should set something differently in Zbrush?
  17. What should I set in both programms to correctly transfer zbrush vector displacement exr file into 3dcoat depth layer in both perpixel and pervertex modes?
  18. I mean when you can paint over a prominent or deep parts of a surface and adjust the brush penetration on the fly smoothly. With more pressure, bigger size, a certain velocity. Like a real brush in the real world. What we have right now is an ability to paint over every pixel above the middle (zero) height or over anything deeper/ bellow zero with a kind of abrupt treshhold on zero level. It works better in microvertex mode but in the per pixel mode the thing is pretty useless. It's very important imo, a key thing for me actually. I like 3dcoat three channel painting and material feature but still use Zbrush mostly for texturing because I don't have this brush behavior here. ps."Dry brushing" allows to do some dirty spots, worn/ glossy edges etc. And the more/less in cavity is not a decent replacement.
  19. "There are indications that this file is untrustworthy" I got this message when I tried to download 3.7.16a and 3.7.13. Never got this before. Perhaps somebody hacked into your site and intruded something malicios or something? Curiouce if everything is ok with those files and they are safe? ps. Although it have not found anything specific, perhaps it's just its heuristic analysis or something. Still would like to hear a comment.
  20. That " heights" feature works pretty well in MV mode although. It's good for painting worn edges and some dirty prominent parts of a surface. The “cavity” option works somehow more abruptly and more in tiny pores than on surface curvature in general. It looks similar to auto cavity mask in Zbrush mostly. A bit mechanical. And goes very slow when I try to increase the cavity value. In a word I need something similar to real world dry brush technique when you can adjust brush depth penetration on the fly by hand pressure and velocity. It there some pressure related option for the cavity in 3dcoat? In Zbrush it's not that good also but still somehow works for clay and trim brushes.
  21. Thanks digman. It looks to me that that in per-pixel mode 3dcoat treat the displacement details not as precisely as in mv mode. I can't make "more/less on heights" follow the imported depth well with that way or maybe it's just a matter of a correct scale factor. To be honest I don't understand the "more/less on heights" option very well. Perhaps it's not a problem of imported displacement but rather how it works. An ability to paint with a brush being aware of surface curvature is very important for me. Is it possible to appoint depth aware feature onto a pen pressure somehow? ps. Also the rendition of the displacement in per-pixel mode is somehow rough and not very precise. Should I get a dx11 card (with adaptive tessellation) to get better rendition ?
  22. I got 3dcoat with an intention for texture painting mostly since I accostomed to do sculpting work up to very tyny surface details in Zbrush. I don't like texturing options in Zbrush. But for a wile already I can't find an easy, straight and optimal way to transfer things to 3dcoat. Could sombody share some thoughts. I would like to try it again. Shoulkd I try the new vector displacement export from Zbrush? Can I use a displacement texture baked from Zbruush in per vertex mode only? Is it possible to use per-pixel mode together with the displacement map from Zbrush somehow?
  23. Tried the import > image plane. No, it's not what I wanted. It's being painted the same way as anything else.( no opposite side stroke continuation) I have no splash screen. Forgot how to switch it back. ps. I found a kind of work around alredy. Tile the texture 3 times over a plane. Can't get a necessary high resolution (4096) that way although without hanging the whole pc. Probably because I have only 1gb video ram, not sure. Also it works only with per-pixel mode and I want to import the displacement from Zbrush. Think it's only possible with per-vertex mode. Just curiouce if I am still missing something.
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