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Ratchet

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Everything posted by Ratchet

  1. For me painting in 2048*2048 is too slow, not a possible workflow,the cursor is lagging a lot ,sometimes i must wait, while it is very smooth and fast as if i was using a normal painting sofwtare whe ni use Substance Painter. 3D Coat would need some speed up in the painting room.
  2. +1 It's like Zbrush cavity painting features, it's very usefull. I use it microsurface cavities for example to paint rust or dirt quickly and automatically.
  3. I think a better export is not not have a specific format tied to any 3D engine but let the user the ability to choose where he wants to export roughness and metallic maps as they are greyscale maps : - Roughness options : export to - Alpha of any texture of our choice , or any R or G or B Channel of any others textures of our choice - Metalness options : export to - Alpha of any texture of our choice , or any R or G or B Channel of any others textures of our choice - Or like today export them as full textures
  4. Hi, I created a tiling texture that has a strong metalness, and i created a new material that uses that tiling texture and i put metalness texture and roughness ones on the good material slots. But paiting that material on a baked model , the metalness and gloss don't show like it is no more metal, whatever the values i choose for roughness and metalness in the sliders fo the painting tool. Thanks.
  5. Hi, If 3D Coat launches a Occlusion calculation, if we hit "ESC" button to stop it, 3D Coat just ignores it and continue. Thanks.
  6. But why on perfect symmetry objects it worked before and doesn't work now ? It works on other 3D Software, why 3D Coat could not be able to detect the symmetry like others ? It's a basic feature.
  7. Hi, We have the old Unity export format , but it would be cool to have support for Unity 5 PBR shader format. http://docs.unity3d.com/Manual/StandardShaderMaterialParameters.html Thanks.
  8. Hi, I imported two obj models for voxelisation, then when i turn on X symmetry , the symmetry plane is on the left , it is not on the symmetry plane. I'm using 4.5 Thanks.
  9. Like in any 3D engine, you import your final models and textures from Obj, FBX and image formats, but now you can just drop your models and image files in a game project directory and the 3D engine automatically re import them for you. If you have to tweak a lot and switch a lot between 3D Coat and your 3D engine for a 3D model, than you have a problem on how you work or a problem to finish a 3D model and have it right. About physics, it's Specific to each engine, and physic tools are Nvidia APex mainly, that is really totally different from what 3D coat ,Zbrush are supposed to do with physics.Modeling software are generic for any use, they are not tied with 3D engine. One thing that could be good about your request could be some simple "Quick Export" button. The first time export you slecte the directory and textures to export. But each time you would re export your model you could use a simple button "Quick Export" and 3D Coat would repeat the export automatically using the last directory and settings choosen for this model export.
  10. Hi, When i draw lines for retopo, they are not very precise. Would it be possible to have a lazy mouse feature to draw lines lot more precisely. This would avoid us to have to do lot of vertices tweaking and moving work to have them correct after having drawn them. Thanks.
  11. Thanks. I found the menu, i don't know how it happened ? i couldn't find it anywhere.
  12. I don't see "masks" in the menu. I think i got my anwser : Zbrush 4R7
  13. Hi, It is possible in 4.5 to paint on top of the 3D model with a mask texture. Like some rock detail texture and it's rock normal map ? Thanks.
  14. Hi, On a voxel model A if i use Vox Hide , than i choose separate Hidden part, that make object B. Then on object A sometimes with extrude on some parts the objects show some parts of hidden separated geometry. If i increase resolution on Object A , it becomes like it was before using Voxel Hide. Thanks.
  15. Hi, Like Zbrush could we have memory taken by the wholle project displayed in 3D coat ? Also each time with use Res+ , could we have some option to see the memory cost of choosing Res+ ? Specially for projects using multiple voxels volumes , you must priorize what ones you can push further before the projects becomes slow. Thanks.
  16. Hi, 2D games are very popular on mobile or in the indie scene. Having a special redering feature to make a render to pixel would be usefull. Thanks.
  17. Hi Having a character bones system like the bone tools would be great to make poses of character for many uses. Something like Pose Tool, with the ability to memorize like some Tree of Pose objects , each influencing childs on the tree and each pose or bone controlling it's own Voxel volumes. Thanks.
  18. Thanks. All is back to normal after starting the computer today, it's strange.
  19. Hi, I have a problem, With SHIFT mouse it swicthes to top view, or left or other ones instead of smoothing voxels. I tried reset in Preferences, but nothing works ? Anyone can help please ?
  20. You don't understand , for example you can retopo a simple cube making 6 planes, you will not have vertices aligned correctly at first time. That doesn't matter it was just a request.
  21. Hi, When we draw simple lines, for example on a surface or along some mesh curve, it's not very precise. Could it be possible to have some option to draw lines in Retopo using the curve tool to stay precise. Thanks.
  22. Hi, I have a not so bad computer , i made a model that is only 133Mo, but the display of Voxels is very slow and it was faster before. It is Pbr rendering make it so slow ? Could we have some option to switch to simple redering of Voxels in the Retopo Room ? Or a mode displaying only the surface of voxels ? Because it is slow it affects all work you , from slow rotation and zoom of view, to Retopo tools not responding as a very small scene. Thanks.
  23. I just asked for fast workflow on one click no work around Perhaps when more people will retopo buildings and hard surface models they will ask that ?
  24. Hi, When we do retoplogy ,it would be great to have some option to make planar selected vertices or faces in one click. Like in modeling software. Without that feature, the retopology of planar things like planar faces won't be perfect and will show rendering problems in game like some shadowing not expected on a surface that should be planar.
  25. I thaught going to surface was to work faster and sculpt more precise things and you come back to voxel. But that makes sense to block the shapes and details in Voxel, than switch to Surface to brings all details before retopo. Thanks for the tips guys.
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