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Posts posted by alvordr
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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?
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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.
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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.
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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!
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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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Ah...good to know...thanks.
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Hadn't tried that when doing retopo or painting. That works?
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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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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.
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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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I'm seeing that retopo in Modo may now be superior to even Zremesher.
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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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.
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.
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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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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.
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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.
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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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Andrew,
The X icon at the bottom of the Paint Layers pallette works much better now. It's not creating a ton of empty layers. Thank you. The only improvement I could suggest on it is that it does make 1 empty layer past the Layer 0 that has to be deleted. Not sure why we need that extra empty layer, but I'm very happy with this working X.
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Hmmm...it seems that offset is applied no matter what kind of E-Panel option I use. It also happens when using the cut-off tool.
EDIT: OK, I'm a moron. I just realized I was in the wrong camera mode. Changing to orthographic mode fixed it.
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Oh noes! I also realized that the normal spline point curve tool in the E-Panel now doesn't work, as it used to. See the before and after applying it with an inverted Carve Tool action (you can easily see now that there is a huge offset from the selection line where the tool action should have occurred):
V4.1 BETA (experimental 4.1.17D)
in New Releases, Bugs Reports & Development Discussion
Posted
Thank you for confirming Digiman. I'm having no problem inverting even the custom masks. Materials seem to be the problem.