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alvordr

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Everything posted by alvordr

  1. Yeah, I have both 1.10 and 2.03, but neither seem to have this. I contacted Marmoset support and they stated it was one of the more popular requested features, but they haven't implemented it yet. I begged them for about a year to allow for image formats other than tga and a few other odd formats no one seemed to care about. They finally put in jpg, png, etc., but then charged everyone for the capability among a few other things.
  2. Ver 4.0.16C: I realized as I was in the Paint Room and tried to load a custom palete that the dialog to load the palete pops up in a position greatly offset from where I'm clicking to bring it up, making it hard to "chase to" the dialogue fast enough to select "Load..." before the dialogue goes away. Anyone else having that problem?
  3. Has anyone that's been using Marmoset figured out how to setup multi-subobject materials? I have a unibody character (single mesh) that has one UV set for the body, one for the face, and one for the eyes. I can set this up in 3D Coat, Maya, Max, etc., but I can't figure out how to do this in Marmoset. Thanks.
  4. Thank you for confirming Digiman. I'm having no problem inverting even the custom masks. Materials seem to be the problem.
  5. Ver 4.0.16C - trying to invert a material in the Paint Room just makes it disappear, even though it may have a lot of highs and lows. This looks like a bug maybe? Can someone else test?
  6. In the retopo room for that version I get a crash every time I try to use the Select Tool or Mark Seams. For 4.0.16C, at first glance, it appears those problems are fixed for me...but I really need to spend more time with it to be sure.
  7. I would like that, too. It has to do with the volume that would have to be ghosted for voxels. In Surface Mode, you only have to mask a paper-thin surface, just like ZBrush, but in Voxel Mode, you have to mask a section of a volume.
  8. One thing I've noticed is happening in 4.0.16A is that it doesn't always bake symmetrically well: I'm not sure why. Oh...and thank you, Andrew for getting the "Delete all used layers" button in the Paint room working properly!
  9. Interesting...I just tried to bake using a cached vox layer and then did the same thing without it being cached. The bake without it being cached looked a lot better, whereas the cached vox layer bake was splotchy. Andrew: If this could be looked at and perhaps easily fixed (uncache vox layers on bake option) or some other more performance enhanced way, I think you'll find less complaints for bakes. I usually don't cache my volumes, but I've got some crazy high rez stuff going on for a project and caching the vox layers while I retopo'd sped things up, of course. However, I didn't know the bake would be affected. I'm using Version 4.0.16A.
  10. Ah...good to know...thanks.
  11. Hadn't tried that when doing retopo or painting. That works?
  12. It could be very beneficial to have a paint tool that hides areas of a mesh while doing retopo work.
  13. Agreed. Something like that for the Voxel room has been mentioned before. Unfortunately, the nature of voxels makes it extremely difficult to figure out how to make something like this work. I've already had this discussion with Andrew.
  14. It would be great to have the ability to have 3D Coat identify unsymmetrical areas via an automatic paint that could essentially not only show where you have regions like that, but also to be able to ignore those areas when doing retopo/paint work.
  15. I work with half the model, all the time. As long as the model is symmetrical, simply work on one half of it, with symmetry turned on and then make sure to 'Apply symmetry to the current layer' under the Retopo menu in the Retopo room. This will ensure that the UV is applied to both sides. Of course, you still may need to Unwrap and Update Islands, as necessary. It's a pretty easy thing to do in 3D Coat and one of the main reasons I love 3DC over most other programs. It's very painless to work with, once you get used to it.
  16. You need to increase your resolution before switching. You don't have enough voxels to hold the shape. Voxels suffer from not being able to handle thin shapes without a bit of effort, in some cases.
  17. I don't rent anything from Autodesk and never will. This is why I was asking about buying Maya 2012. I have 2011 perpetual license now. If this is a dead-end, so be it. I don't rent anything from Adobe either. Motion Media would have been a good source, but they don't appear to sell 2012.
  18. Anyone know where I can buy a Maya 2012 commercial license + download legally? All I can find is either training materials and not the product, or academic licenses, or illegal/scam-oriented sources. Thanks.
  19. Many programs do this. I can't be sure at the moment, as I don't have time to test, but I believe this could be an import setting in Max.
  20. Where the wing joins the plane, it looks like you're right, but there is some odd spanning issue around the opening at the fuselage.
  21. You could distribute tiles with a slider. As far as how it goes around curved surfaces, you could just use the new 3D lasso. Whether or not ZBrush's Noisemaker looks good on a surface or not does not negate the fact that you're not required to have UVs for it to work.
  22. You wouldn't need UVs and doing it in the Voxel Room allows for greater fidelity than, say a 512x512 or 1024x1024 map, etc. You could simply paint a freeze on the area you want to apply the noise to, but instead of it doing some kind of VoxLayer or Cut & Clone, etc. it applies an even brush all around, or at least to the power of the freeze. The frozen areas would be your UVs. By the way, you can use all the NoisePlugs in ZBrush without UVs applied.
  23. Found a bug and reported in Mantis for 4.0.14. Extrude direction set to vertex normal doesn't appear to work. I used the Build Tool (inverted) on a cylinder and it only "squeezed" in in the view direction. EDIT: This was user error on my part...forgot to uncheck ignore back faces. Disregard.
  24. OK, this is pretty cool. If you let the video run long enough, you'll start to see why. It's similar to what we already have with 3DC, but encompasses non-destructive and hierarchical operations, from what I can tell. http://vimeo.com/82778571
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