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b33nine

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Everything posted by b33nine

  1. This is one of the reasons I kind of prefer Zbrush's development cycle/philosophy, where they tend to ignore what the vocal minority/majority wants for new features, and keeps expanding on their own vision of the program. There seems to be a handful of members who have in their minds that the software should be developed a certain way and that any attention given to areas/features not designed for their particular workflow are a waste of time. I think we can all agree that we strongly dislike bugs, but we desperately need to stop belittling areas of development that certain individuals perceive to be worthless endeavors. This is Andrew's software, and he can choose to add whatever features he thinks fits, and he can choose to focus on any area that he sees as a priority at any given time. Don't assume that because you use this software in a certain way, that everybody uses it in that same way and anything that strays from it is useless. Andrew, keep up the good work, your software is invaluable to me and I always enjoy seeing where you want to push it next.
  2. I scaled it up to twice as large and that didn't fix it, it seems it has problems with any brush under a given size in relation to the model, it only starts to work on a brush size that is 2-3x too big (for my purposes) regardless of the scale of the model it seems.
  3. paint room. Can you change the scale of the model from within the paint room? I just paint the models, I don't make em
  4. Anyone else having problems with the new spline stroke in beta 10? I can't get it to actually stroke the spline at all. edit: it seems related to brush radius size, anything smaller than .015 won't make a mark with the spine stroke tool (which is far too big for my purposes)
  5. Andrew, will you be adding the Steam TF2 feature to the non-Steam edition of 3DC? It's definitely something that would be fun to have and it seems a little odd that the cheaper Steam version has an add-on that the non-Steam version doesn't. Please add it
  6. 18a still has problems with importing different UV sets for a model in the paint room.
  7. Yeah, I've loaded in multiple meshes. I can crash it every time with using my hotkey for the paint bucket tool (which I have set to "K") if that means anything to anybody. edit: definitely something to do with hotkeys, I deleted the options_hotkeys file, went to set my hotkeys back up (q for brush, k for paint bucket) and as soon as I try to use those hotkeys it crashes.
  8. Yeah, that's the first thing I thought too, definitely not fixing it though. I deleted it a couple times just in case even. Anything else you'd suggest?
  9. Anyone offer advice for 3d-coat that is crashing constantly? I've tried every version between 14a-17a between multiple meshes and within the first few passes at my model it crashes. I tried deleting options.xml but that didn't help. using windows 7, cuda 64 version. It was working fine earlier in the week and then it just up and decided to crash at every possible turn. This is in the paint room, and it seems to crash when I use hotkeys but that's not always what triggers it.
  10. Anyone else having problems of loading new UV's onto a model and having it screw up your painting? I have a model with two UV sets, I paint on that model, and then import the second UV's to export the map and when I import the UVs it screws up my textures I had just painted. Going back to version 14 the problem is not present. Also, I'm having all kinds of problems with copy/pasting identical UV islands on top of eachother so I can do symmetrical UVs. Some times it works, some times it doesn't work at all and some times it copies everything over except for a couple of stray verts that stay in their original position. I went all the way back to version 12 and the problem never cleared up. edit: I tested the UV problem on a different model and it's not having the same problems. The problem mesh is quite a bit denser though.
  11. I tested this out with a model I had laying around and it worked shockingly well. I thought for sure the model would need to have almost ideal geometry to work (mine surely did not) and that it would not work as well as the sample video (it did). Very cool service.
  12. From your very first article you linked: "They can’t blame the industry, big global publishers like the aforementioned Activision, and also Ubisoft have done very well indeed. Even Sega have managed to get themselves back into profit." And your second article had this: "A recent report from DFC Intelligence predicted that the games business would grow over the next five years, from $67 billion to $82 billion, but that “the steadiest” area of that growth will come from PC and mobile, with emerging economies chipping in their fair share." Hpw can the PC be one of the steadiest areas of growth while simultaneously be dieing off? I don't think your articles are an indictment on the PC market or AAA games, but rather poorly run companies that miss the mark with their customers (how long have gamers complained of their hatred of EA?). I don't know how you're projecting that Steam is "not profitable enough", they're a privately owned company, and the only articles I find state that they had a "stellar 2011" and that the company is valued around 3 billion. Gabe Newell even stated that he doesn't believe that touch devices (tablets) are viable long term, believing it would only be stable for 10 years. I don't doubt that the tablet and phone markets will grow more in the coming years, but I don't believe for a second that they'll kill the PC.
  13. I'm not even remotely convinced. All of the media that is created and generated for the tablet consumers are made with their desktop/laptop counterparts. If the argument that the casual PC user will migrate to tablets I suppose I could agree with that, but I'd venture to say that smart phones are a bigger threat as you almost have to have a phone in today's society. I suspect there will be a lot of sharing back and forth between the technologies but I don't see desktop computing going the way of the dinosaurs for a long time. Do you have some evidence to back up the claims that the gaming industry is "suffering badly"? AAA titles likely aren't more profitable than the casual market but that's because the casual market is 100x the size of the "core" gaming market but that certainly doesn't mean there isn't (a lot of) profit to be made. The Steam remarks are a little baffling to me, definitely going to need to see some kind of evidence backing up that claim. Branching out your service doesn't inherently mean you're failing with your current field.
  14. How do you set your retopo up to update automatically with the voxels? Trying to give it a go but I can't figure it out just yet.
  15. I'm having problems using the low poly proxy mode in voxel room. I click it and it jumps to the proxy and then right back to voxels almost instantly, and when I finally get it to go into the proxy mode I then can't get it back to voxels. Am I doing something wrong or is it a new bug?
  16. Paint looks great so far Kbrilliant. Really dig the hue shifts for the eyes/nose/brows/lips.
  17. I'm getting very pixelated returns from projection painting in 3.7.11B. It's almost as if I only have a 1k texture space instead of the 4k texture space I'm working with.
  18. Grow tool with lasso/circle/square/spline e-mode selected and make sure and use the sharp boarder method. Play around with the size of your brush for different effects. one you're happy with a shape turn the angle so you looking at the side of the blade and cut off the excess width on top/bottom.
  19. The move brush really frustrates me in 3d-coat. If 3d-coat had a move tool that was just like the move-topology brush in Zbrush it would make sculpting much more tolerable for me. Finagling the initial shape in 3d-coat is the hold-up for me currently.
  20. Confirming brushes are not lumpy in DX version anymore. Very enjoyable sculpting now in 3d-coat.
  21. I hate to be the only person being a buzzkill about the new build, but took some screenshots to show the problems I'm having with DX vs. GL version. Windows 64, 12gb ram GTX 470, i7 3.06Ghz quad core
  22. 11A DX still is pretty lumpy for me making brush strokes, GL is perfect.
  23. Just to make sure you're not accidentally causing the problems yourself, for your black map problem make sure that you don't have the "use names correspondence for baking" option ticked without having your retopo mesh and your voxel layer the same name. Did the same thing to myself and wasted a day trying to figure out what was going on. For your second post/problem make sure your voxel layer(s) aren't visible when you jump to the paint room. With the new voxel painting tools the surface mode mesh gets transferred to the paint room when you go from voxel to paint room and it can/will double up a mesh already in the paint room creating a very similar looking problem to your screenshot.
  24. Yep, confirming the GL version is a joy to work with in surface mode currently. Would definitely consider using 3d-coat as a sculpting package with these new changes.
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