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Everything posted by jamie
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[Solved] can 3d coat export uv sets as udims for Mari ?
jamie replied to maxswinton's topic in General 3DCoat
Each UV tile must be a 'UV set' in 3dcoat. The basic workflow: import your obj and make sure "Import Tiles as UV Sets" is on in the UV room in the set dropdown you'll see 1001, 1002 etc for each of your UDIM tiles. go to File/Export Objects and Textures check "Export UV Sets as Tiles" you'll get textures for each UV tile. The name of the UV set will be used in the exported file name of the map. If, when you apply these output textures, you find that the UDIM number in the files don't match to the correct UV tiles (1001 -> u 0, v 0, 1002 -> u 1 v 0 etc), you have to rename the sets in the UV room, by clicking on the set drop down, and choosing rename. -
[Solved] can 3d coat export uv sets as udims for Mari ?
jamie replied to maxswinton's topic in General 3DCoat
Unfortunately they will get numbered incorrectly, so you'll have to go into the UV editor and rename each tile to it's correct UDIM. -
V4.5 BETA (experimental)
jamie replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
I've had similar problems with undo and crashing, in my case they turned out to be related to where 3dcoat was storing it's working files. Had to set the directory to a local drive using the environment variable COAT_FILES_PATH . This was on a linux machine so not sure if relevant to your problem. -
V4.5 BETA (experimental)
jamie replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
TYPO in new release video on YouTube: Lightening should be Lighting -
These are great suggestions.
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V4.5 BETA (experimental)
jamie replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Please don't remove right-mouse dragging of texture placement! Moving the texture placement with right mouse is far faster than using the gizmo. Right mouse: Click-drag vs Gizmo: Move mouse to gizmo, click-drag A small difference like this adds up over thousands of actions. -
V4.5 BETA (experimental)
jamie replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
I tried this, but I only have Windows at home, not Linux and was unable to reproduce the bug. If I get time at work I'll try to create a test scene that reproduces the error. -
V4.5 BETA (experimental)
jamie replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Thanks but I can't send files from the studio. It's a multi-layer multi-tile asset, about 7GB file size. Merge down works ok, but Merge visible crashes every time. I suspect it's got to do with layer masks. -
V4.5 BETA (experimental)
jamie replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Merging paint layers is crashing every single time. -
V4.5 BETA (experimental)
jamie replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Flood fill is not getting all UV shells across all tiles, it's filling across most but not missing a couple. -
V4.5 BETA (experimental)
jamie replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Applying changes to UVs or texture resolution in the latest beta has become very slow - even for a single mesh with 2k map it takes more than 5 minutes on Xeon workstation with 32 threads. -
V4.5 BETA (experimental)
jamie replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Also the 'low smooth shade' mode is very useful for painting and would be great to have back. -
V4.5 BETA (experimental)
jamie replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
This is right. It's one of the best features in 3dcoat - you don't lose any paint work or have to do any manual transferring if you decide you need to change your UVs while painting. I agree that hitting Apply is easy to forget, but having the changes automatically apply to the mesh is not necessarily what you want either. -
V4.5 BETA (experimental)
jamie replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
These UV tile seams also occur in the auto curvature maps: http://bit.ly/1EgeJuf -
V4.5 BETA (experimental)
jamie replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Still have the same major problem with seams across UV tiles in the latest beta: http://bit.ly/1Cbllwo -
V4.5 BETA (experimental)
jamie replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Just spent the weekend trying out the new beta. Wow. It's really really good. The PBR is awesome. The paint brushing is awesome. Just awesome. -
V4.5 BETA (experimental)
jamie replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
I notice work has been done on paint seams, but there is still the major bug with seams between UV sets. This makes it very hard to work on assets that have multiple UV sets - e.g. characters -
V4.5 BETA (experimental)
jamie replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
New PBR features are awesome. Some suggestions for new PBR Editor: Drag/drop maps between channels - often diffuse/depth/spec etc use the same map. Depth slider should go negative or have other options (subtract/replace/etc) PBR window doesn't hold it's position - jumps to screen center when new options resize the dialog. Auto-seamless on texture maps - either by mirroring or edge blend e.g. http://registry.gimp.org/node/28112 -
V4.5 BETA (experimental)
jamie replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Copy/paste in new PBR editor caused crash... bug report sent. -
V4.5 BETA (experimental)
jamie replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Anyone know how to scale down the quick access panel? It's huge! -
V4.5 BETA (experimental)
jamie replied to Andrew Shpagin's topic in New Releases, Bugs Reports & Development Discussion
Does this "Fixed seams problem in ppp - colored pixels near the seam in some cases." fix the problem with seams where UV island from different UV tiles/sets meet? That bug is horrible, since it means you can't layout a single mesh (e.g. a character) into multiple tiles without ending up with seams.