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Everything posted by alvordr
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Multi-subobject Materials in Marmoset
alvordr replied to alvordr's topic in CG & Hardware Discussion
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. -
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?
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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.
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Voxel Sculpt > Hide Tool - Ghost Hidden
alvordr replied to The Candy-floss Kid's topic in Feature requests
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. -
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.
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It could be very beneficial to have a paint tool that hides areas of a mesh while doing retopo work.
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Voxel Sculpt > Hide Tool - Ghost Hidden
alvordr replied to The Candy-floss Kid's topic in Feature requests
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. -
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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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