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alvordr

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Posts posted by alvordr

  1. Can someone reproduce this crash?

     

    1. Open 3D-Coat

    2. In Startwindow: Select voxel sculpting

    3. Select the smallest default voxel sphere (1st one)

    4. Switch to Retopo room

    5. Click on UV->Mark seams

    -> crash!

     

    Happens in version 4.0.16B

     

    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.

  2. 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.

  3. 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.

  4. 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.

  5. Try it using tiled alpha maps like tiled fabric,metal rings ect... You will see that without uvs it does not look nice at all. :)

    Cubemapping is much better in 3DCoat than in noisemaker anyway...

     

    Also "the frozen areas would be your uvs" I dont see how that would give the surface any sorts of coordinates as fas as distribution of tiles...its just a selection you are talking about. Distributing fractal or procedural  noise over surface without uvs is easy,Fill tool does it already...but when distributing tiled images over a surface that has many curve/plane changes is very difficult to get nice distribution without uvs.

     

    The specific picture Carlosan showed is using Uvs and would look awful without uvs in noisemaker.

    attachicon.gifNOISEMARKER.jpg

     

    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.

  6. 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.

  7. I've recently become more fond of the Snap Tool in the Retopo room, but I find it somewhat unreliable in the last few point versions, at least.  That's about when I started using it.  I have some assets in the voxel room that need the retopo mesh snapped, but unfortunately, not all the assets are as symmetrical, as intended.  When I try to snap the retopo mesh, in those cases and even with symmetry turned off, the result often contains points snapped to other areas that are far away.  For instance, the hand of a character has points that snap to areas on the body, despite the fact that the figure is in a slight T-pose and the hand is far away from the body.

     

    Has anyone else experienced this kind of behavior and how did/do you get around it?  Can the Snap Tool get some improvement?

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