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Everything posted by micro26
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Hi, Issue baking ptex to a model with uv s. I model in sculpt room , retopo ,then bake with ptex, texture paint with depth in paint room and then use the texture baking tool to tranfer diplacement to my retopo mesh with uvs . I have 'smoth mesh option' checked ' 'preserved positions of vertices while smoothing'unchecked and the diplecement i get does have all my details baked from ptex . Am i doing something wrong ? Thx in advance
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Hi all , I got few suggestions for sculpting - When picking a preset for the presets tool bar my stroke mode changes and when i select a brush from the left standart toolbar the strole is not updated . -When using a brush and shift smoothing it also should update the stroke mode. Also the smooth value is not updated when switching from presets to standard brushes. -Presets need folders too. -Panning the camera to pespective on small area or small object is very fast and there is no setting in preferences. -Also camera setting in pespective and ortho has big difference , add settings for both or make them much somehow. -Remove stretching tick and smoothing value should be global i think. Thanks for your time i cant wait for next updates and candys for ya guys at pilgway
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Is that as accurate as a raytrace bake ? I m looking at something similar to xnormal .
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Hi all , quick question. When you bake from high to low where is the ao layer ? I remember it was automatic using baking per pixel inside retopo tab right?
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Tested the latest build and i noticed when working on large scene with many layers the ui shortcuts (keyboard)got laggish. If i click on the tool icons i get faster from tool to tool than switching with keyboard. Also the undo is very laggish even all layers are closed. Seems like every operation i do is affecting my entire scene. Again this is for large scenes but with "closed" layers.
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Ok thanks for your reply.
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Is there a way to open vdb files i created using simulation inside blender to mesh? I searched the forums but couldnt find anything on it. Thanks in advance.
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Can script do subsequent commands ? Again i dont have programing exprerience but if i could record a few clicks it could save a lot of time. If you got any links/tutorials about it i d be greatful thx
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Does 3dcoat support macros ? I want to make a few subsequent commands macro. Is there a (easy) way without coding experience.
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Orion helmet design. A scifi sketch i made with 3dcoat. Everything is sculpted in 3dc decimated and rendered in cycles. It was very fun to make , hope you like it.
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it works if my cutters have thickness!!! Thanks a lot man !! I also found that after objectify i can "Instance to Parent Instances" and stll get 4 objects. Thx again
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Yes currently "split with" doesnt make 2 objects just the one you cut. If you split with the toolbar command (drag rectangle eg) it works fine and creates 4 objects ,each instance to the other in pairs. I tried merge them later in surface mode and then use separate/objectify but it just created 2 new objects under the instance.
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Is there a way to split instances using a 3rd object.? RIght now doing "split with" on instances doesnt create a second object for the instance. Objectify separete in object mode also doesnt take into account instances. Also can an object EXACT align (orient) with another objects orientation? This is a much needed function for 3dprint so any help is appreciated. Thanks
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I have a feature request of a simple zbrush feature that is mandatory for 3dprint jobs. After i make my model with remove undecuts removal i do checks in zbrush to make sure the angle is correct using polygroup front angle. There are small artifacts when correcting a model so this step is a must. My request would be to make a similar fanction in 3dc (using materials maybe?) and skip zbrush completely for checks. Thanks in advance, Fotis
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thank you thats exactly what i was looking for
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Hi all, Is there a way to make a model in surface model not have triangles convert to all faces to quads? Im looking for 1 click solution not brush the entire model eg. thanks in advance
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How to Easily Select Paint Object from 3D View
micro26 replied to Francois's topic in General 3DCoat
I wouldn t mind h key select both layer and paint object... I have been asking for this many times , especially when you have many objects. My only way to find my objects was to open my modeling package and search by name from there :P -
Is there an estimated time for the next version of 3d coat ? I look forward for new cool features cheers
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theres a 5 missing saying try with symmetry turned off and reset layer scale to uniform . hope it helps
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yes, with percentage eg. decimate 70% etc . Didnt know about the slider cool. Same thing with global yes!