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jamie

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Everything posted by jamie

  1. Hey, Is there any way to move the camera while sculpting? I'm trying to lay down muscles around a cylinder but can't figure out how to rotate the view without breaking the stroke. Thanks Jamie
  2. Definitely purchasing V4. Support is well deserved and I really want development to continue
  3. Wouldn't the easiest and least controversial approach be to just continue as is, then once V4 hits stop access to any furthur builds for anyone that doesn't pay for the upgrade? So the beta tools are there but in a state that no longer gets bug fixes or further development? Or just cut them out for V3 - either way I believe most people here would be happy to pay Andrew for the hard work he's put in since V3.
  4. Hi, We do a lot of camera-specific work in both modelling and texturing. It would be very helpful to be able to import cameras, preferably with keyframes from Maya and similar programs. Thanks, Jamie Blue Sky Studios
  5. Highlighting the path (with Shift pressed) to the point under cursor would be quicker than placing a point and dragging it. Also, it follows the same workflow as the edgeloop tool. A 'Close Path' option, so the last point always connects to the first. With those two features, creating looped paths around complex geo would only take two clicks, where-as now it takes at least three, with 2 drags.
  6. Hi, Great to get hands on the new Linux build, trying out the UV path tool for the first time. Looks like a very useful addition to the UV tools. Is there a way to preview the path before adding a new point, similar to 'Mark Seams' with shift held down? Also, is it possible to create closed paths? I can't figure out how to connect back to the first point. Cheers, Jamie P.S. New interface looks great.
  7. Can't wait to try this, and the new UV tools... any idea when the linux build will be ready?
  8. Hi, When files are imported into 3dcoat for use in masks/materials, a new file (for the thumbnail I assume) is created at the same location with the suffix _prv. Is it possible to instead create these files inside a hidden ".prv" subfolder? Having duplicate files is creating problems for other tools in the system. Thanks, Jamie
  9. Thank you! It is invalid .jpg files, created by another process on our system, but unfortunately I can't remove them. So the fix will be very helpful.
  10. If the folder chosen during "Material/Add existing folder" command has problem files 3d-coat crashes immediately without warning or saving. The error in terminal is: Not a JPEG file: starts with 0x00 0x05 These hard crashes are very frustrating, since there is no way to recover lost work.
  11. Thanks for the suggestions. I was trying to avoid batch conversions between formats since our image libraries are huge but I guess there is no alternative while TIF/TGA formats are not working with materials/masks. Cheers, Jamie
  12. Unfortunately the format we use here is TIF, which is supported for exporting/importing onto objects but not as materials/masks.
  13. Materials/ "Add existing folder" and "Load a new material" only works with JPG. Could we please get the other common image formats added here? Thanks
  14. Awesome to see Andrew is working on new UV tools! The UV room is already really useful, but path selection has always been time consuming so really glad to see this.
  15. +1 And the background image too. Ideally the color picker would sample from any point on the screen, including outside 3d-coat's window. Also, a nice feature for color-picking is the option to return an averaged color from all points picked during mouse down.
  16. Not off-topic at all... it looks like that uses a similar idea to photofly. It's pretty amazing that it's even possible to auto-generate textured models from footage/photos.
  17. Ha, that funny - I've heard that same line from people regarding 3d-coat. I used Photofly to build assets for vfx shots on Chronicle last year, found it was very useful. Also currently using it to extract displacement maps for shading/texturing work on the upcoming feature here at Blue Sky. One of my collegues put up a demo showing the technique..
  18. Hi... this is a huge ask but it would be crazy to get a photo-to-object tool inside 3d-coat - something like http://www.123dapp.com/catch Basic idea is to import photos or a video of an object, and the tool auto-detects camera positions then generates a model. Here's an example of results... Since 3d-coat already has a lot of the technology - voxels, mesh generation, texture baking etc - perhaps it's possible? Would love to hear what others think (especially Andrew!) Cheers, Jamie Blue Sky Studios
  19. Yep... this is one of my favourite features. Being able to tweak the UV's after painting is already done saves so much time. *Edit... You have to hit "Apply UV-set", editing the UV's will not automatically update the model.
  20. Hey thanks for that tip! I've been using an image background in Mudbox for picking, and was looking for a similar approach in 3d-coat.
  21. This setup outlined by Eric would be great. It seem like things are getting complicated by using layer modes to set some channel types, and having others applied directly to layers. A perhaps more flexible approach is to enable custom channels on shaders, so the choice of channel types is based on production requirements, not hardcoded. This is the approach that Mari uses, but would require a different shader setup. Either way, this program is truly amazing ...and also a big thanks to Sergii for getting it running on Federa 14.
  22. I don't think there are Zbrush-style overall deformations like Gravity, Inflate etc but I add my vote for a gravity deformer. Although perhaps it can be done with the cloth tool?
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