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b33nine

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Everything posted by b33nine

  1. What are the magical brush settings? I'm not seeing any difference in surface mode.
  2. Do you have the "use names correspondence for baking" option ticked in the retopo room? I spent the better part of a day trying to figure out why I was getting black models baked over to the paint room and that was why (my retopo mesh name didn't match my voxel layer name)
  3. Right now the emissive stuff is neat to play with, but I'm not sure how to practically make it suit my needs. I was of the assumption that that I could import a greyscale map and the white would make an area emissive (so the underlying color would be emissive) while black would be completely non-emissive. Do that now just makes my model black/white. How do I vary the intensity of the light? Glad it's in as I can find a use for it somewhere for certain, but for production purposes I can't really do anything with it just yet.
  4. I'd love to see the "melting" power of paint room smooth amped up significantly. On higher resolution maps it's just not effective enough. I'd also love to be able to have projection painting work with Painter. I'm not sure it's possible because of the way Painter handles it's background layer.
  5. I would also very much like a glow channel/map option. It would be great for illustration work as well as production work that requires glow maps.
  6. not having problems with 3.7.02b with polygon lasso e-mode, looking like it was introduced at 3.7.03 and is still there in 3.7.04
  7. newest update has introduced/re-introduced a couple of bugs in the paint room. Edit files in external editor is bringing back maps that don't reflect what is being saved. It's also adding max specularity upon re-importing from photoshop. I've had several crashes while using the polygon lasso paint mode as well. Jumping back to 3.7.03c, the bugs seem to not be in this version. windows cuda 64 Edit: Crashing while using polygon lasso e-mode seems to persist in 3.7.03c
  8. seems neat, not being able to color pick was very frustrating though. I'm not keen on changing my settings by the chance that I screw up my regular painting routine, but I'll have to look into some more.
  9. Is that feature mac/linux specific? My computer doesn't remove the old undo files when I reach 300MB (on windows), there are some times when that folder reaches 80+ GBs on my system. Starting the program over wipes the folder, but it won't release the files until the program has been restarted for me.
  10. What are the possibilities of ramping up the blur/smooth power in the paint room? The tool seems to run out of steam at a certain point where it won't blur beyond. Just wondering if it's possible to up the melting power to get a really mega awesome painting/smoothing/blurring tool. (And yes, I have tried turning the power up past 100%)
  11. I get this problem a lot, particularly on 8k maps when using the paint brush in straight line mode (e-panel). I don't know if it's related, but I've had that undo folder store upwards of 70-80GB to where my computer is telling me that I can't save anything because it's running out of space.
  12. So, I hate to suggest something that would further spread out the thin resources at 3DC, but I would love to see a very simple painting app built into or with 3DC technology. Basically, the smoothing tool in the paint room is something that you can't really find in any other painting application on the market, at least with how easy and incredibly fast it is to use, and I can see where being able to use it in a 2d painting application would be incredibly beneficial. Only thing I'd like to see that isn't already in 3DC is masks/selections like photoshop instead of 3DC, and a couple features added to the brush engine like texture and dual brush. I understand this would probably never happen, but if you don't ask you'll never get what you want.
  13. Edit > Sync Layers with Ext. Editor That will kick out the current layer you're working on to photoshop as well as the wireframe. Usually what I do is: Edit > Edit All Layer with Ext. Editor, save that file as a different name, then, Edit > Sync Layers with Ext. Editor to grab the wireframe, fill a layer underneath the wireframe and then drag them both over to your previous file (the filled layer is to help make sure it lines up perfectly), then save the file. From there you have a wireframe you can click on and off in photoshop.
  14. I'm digging this a lot Leigh. One crit I would have is that I think his general skin tone is reading too red currently.
  15. Yeah, I mentioned that it was an orthographic view issue. Just pointing it out so that it can hopefully be fixed.
  16. I dont think you're understanding me, it's not an overlapping UV issue it's a problem where the tools are painting through geometry where it shouldn't. I do have overlapping UVs because it's perfectly symmetrical on the X axis, but that isn't what I'm complaining about.
  17. I can't say for sure Abn, the UV's are symmetrical and I 95% of the time have the visible plane turned off. I have noticed some issues where the symmetry was turned off and I was getting weird draw-through problems.
  18. using the rectangle/lasso paint modes while in orthographic view paints through the model even when you have "ignore backfaces" ticked on. Not a fun surpise to find after zooming out.
  19. I've had multiple crashes in paint mode using 3.5.26A using the polygon lasso paint mode. 26A also seems to have re-introduced a bug that I haven't seen in awhile that will (seemingly) randomly erase large parts of texture maps when zoomed in. It erases parts of your textures in an almost checkerboard fashion. If there are multiple layers, each layer is erased in the same way. I can provide screenshots if necessary.
  20. For what it's worth, I've found that if you make sure to name the UV set for each new object you merge in you can actually export exactly what you want. Before when merging in new objects they were merging in as the same UV name so when exporting it gave me only 2 options for UV sets while there were 10 models actually in the scene.
  21. So I'm working on a project currently that has multiple objects that all share the same UV map and the process of exporting the map(s) is turning out to be a real headache. So far the only way I've figured out for sure that I can get the map that I expect to get out is to delete all the objects from the sculpt room except for the one I want. I'm guessing (hoping) that there's something that I'm just not understanding about this particular aspect of the software. Can anyone share some insight into this problem with me?
  22. stupid question, but why not just use 3D-Coat to do projection painting primarily? That relieves you of the 3D-Coat toolset for a large chunk of the work. I have to disagree with the learning curve, but I don't think that helps your problem at all.
  23. Awesome stuff Spiraloid. Is there a more in-depth tutorial available somewhere for creating items specifically for TF2? Like the character models and the hat joint mumbo jumbo you're referring to? I'd love to try my hand at these some day.
  24. thanks for the help Leigh, really enjoy the work you share in this thread.
  25. I'm getting lag after I release from a brush stroke, it seems to be in the voxel room (and surface mode) as well as in the paint room. Is anyone else getting this? edit: restarted 3dc and it went away.
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