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ID Guy

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  1. Thanks digman. That helped for sure. For some reason the inflate clay brush would not displace the mesh with the material texture though even with all the setting checked that you mentioned. It simply extruded the hard alpha brush. When I tried with standard live clay brush or general brush it worked as you say though. Thanks again for the help.
  2. Hi, Is there a tool in 3d coat that will let me use an image for displacing geometry? I thought maybe the Bas-relief would work, but it doesnt appear to be made for this scenario. For example I have a coin that I have an image of and would like to use that to create high resolution geometry of the coin details on the model. I suppose I could make a custom brush alpha, but I don't know how well the control and precision will be when I go to click and place those details. Any ideas?
  3. AbnRanger thanks for the tips. I have a gtx 560 so I will give the cuda smoothing boost a try. I have been using the open GL version lately though because of some of the brush issues I have seen reported recently in the cuda version. The strange thing is if I manually type in a value like around 150% smoothing it gets me where I need to be. So I cant figure out why a limiter would be set on the amount you can dial that value up with the right click and drag while holding shift? It doesnt really make sense to me.
  4. Is there a way to get the smoothing higher than 100% when holding shift? Often times 100% is not enough. It seemed like on older builds it could go higher with the right click and drag like all the other brushes do. Was this ability removed on the beta builds, or is there another way to do this now that I am missing?
  5. Does anyone know if its possible to use a wrapped alpha mask to evenly displace geometry in 3d coat. In zbrush this can be done with the noisemaker plugin, but was not sure if there is a way to do this is 3d coat. I need to achieve something like the hex patterns around an organic shape similar to the sphere shown here http://www.pixologic...res/NoiseMaker/ or like this http://www.etsy.com/...-textured-knurl I need it to be clean crisp even geometry and not painted texture. I am using the latest build 3.7.11b with live clay. I have tried many approaches with masking and the logo tool, but cant seem to find a method. For those not familar with the zbrush approach it can be shown here http://www.pixologic...son/noisemaker/ Thanks in advance for any tips.
  6. The paiting on voxels is great! Is there a way to have a texure map that is already on a model import into 3d coat directly to the voxel object. For example I deal with a lot of 3d scan data that has a texture map captured to the model during the scan. If I could open up the obj mesh in 3d coat and have it read the texture to the imported voxel conversion that would be great! This would save time from having to reproject paint the texture back on to the model.
  7. That was the issue. Once I changed the shader to a different one it works. Thanks!
  8. The painting on voxels sounds really cool. I cant seem to get it to work though. I have a voxel sculpt and when I go to the paint room click on the brush tool to paint nothing happens on the voxel mesh. I have the latest build that allows for this. I rarely use the paint room so I may be missing something really simple. If I go back to the voxel mesh the autopo for painting it works. Colors show up as expected on the autopo mesh.
  9. On a related note does anyone else notice when you subdivide your retopo mesh in 3d coat that some of the vertices become disconnected? This happens to me all the time in certain areas of my retopology mesh. The verticies often lay on top of each other so you cant tell they are disconnected until you export. Close holes command doesnt repair it either.
  10. Abnranger I dont see this option in 2.5.2. I see merge coarsed mesh under retopology dropdown, but nothing about exporting a coarsed mesh. Can you point us to where that option is?
  11. I agree it would be very handy to have this feature. On a model with a lot of sculpted detail its hard to keep it without having a large mesh output to capture the detail properly.
  12. Looks like in 3.5.19 build points are coming unwelded when you subdivide in the retopology toolset. Is there a build available that this does not happen in? I seem to remember it happing in the past as well so Im not sure if one didnt do it.
  13. I have the same issue with my wacom cintiq. I can get it to happen every time if I run the atuopo command. After I go through all the steps and the mesh is generated the cintiq pen does not work properly. As soon as I go over and click on my second monitor with my mouse 3d coat works properly again. Its a very annoying bug.
  14. But I want it to keep the autopo density mask not delete it. Like I said as soon as you save the file it forgets the mask and you have to do it all over. It remembers the stroke guides though. They need to do the same for both wizard steps.
  15. Currently if I run the Autopo wizard and paint the dense areas, apply strokes to guide flow direction as soon as I save the file the painted areas go away if I run the wizard again with different settings. I have to repaint all the dense areas over again which can be time consuming if I have a lot of corners where I need detail painted in. It would be great if the painted areas could be saved in the same way the strokes get saved.
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