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Posts posted by b33nine
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Andrew, I've crashed multiple times using 3.5.14 using DX and GL (windows) jumping back to 3d-coat from photoshop while using the edit all layers feature. I did not have that happen with 3.5.13
I'll see if projection painting gives me the same problems.
w/Cuda 64bit fyi
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I dont know if it was meant to be that way, but I know that's how it worked for the least year+
I didn't get my license until late 2010 but had been using the retopo tools for a year prior to that and was able to export retopo meshes (and unwrapped meshes fwiw)
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Also, I would love if there was a way to get dual brush working in 3dcoat. So many of the brushes I use in photoshop are chalky type brushes that utilize dual brush. If that were a possibility within 3dcoat I think it would be far more attractive.
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was hoping to see a build that included liveclay before DW rolls around, but always glad to see bug fixes being a focus.
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If we're going to add a poly room can we add basic poly modelling functionality? I would LOVE something like that added to 3dcoat.
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This looks worlds better than Z-spheres imo. Still very curious about solutions for facial deformations, also curious if they have plans for non-organic modelling solutions. I'd probably buy this if the price was reasonable.
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This looks pretty awesome, but what about facial deformation? Defeats the purpose if we have to retopo the head/face in my opinion.
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What are the possibilities of implementing something like layer styles for the paint room? Stroke, outer/inner glow etc. etc.
Something like that could be a nice feature instead of having to constantly hop over to photoshop and flatten them down, losing my editing capabilities.
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Super impressed with the improved photoshop projection. All the areas that would normally give me artifacting haven't given me any issues yet.
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anybody with some insight on this?
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I'm curious if this is a known issue or there is a way to solve this particular problem. When using any of the selection painting tools i.e. splines/rectangles/circles/draw with contour/irregular shape I get incredible slow downs when I have a very close camera view. When I close a shape or release the mouse on a shape tool the program hangs for a minute or longer. Often it will go into (not responding) mode and I'll just have to wait it out until it can finish.
Conversely, if I zoom out and make a selection on the same area or use a brush with the zoomed in view, I don't get any kind of problems. Any ideas?
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Yeah, I did something really similar, was just hoping to retain my layers as I have it all set up in a specific way for my output. Next time will be much easier. Thanks again.
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I dont suppose it's possible to apply smooth group settings to a model thats already been painted on? I might have to finish this one out as is and then utilize these settings next time around.
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That seems to do the trick Digman, I appreciate it a lot. Wish I had known how to set it up this way a long time ago.
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I'm not really sure why the mesh I'm working on would matter for the issue at hand, and for what it's worth I've shown about as much of it as I can in the first post. What I want is to have the model show similar to the microvertex view in per pixel mode. I can subdivide the model in the dialog box when importing for per-pixel, but when I do it automatically smooths the model, and as I mentioned I don't see an option to subdivide without smoothing in per-pixel mode. Quite frankly, I'm not terribly keen on subdividing at all since it eats up unnecessary resources.
What I want is an option to turn off the soft shading in per pixel paint mode, but it seems that it's not possible for some reason. When I import the model into zbrush I get crisp edges at level 1, and when I import it into microvertex mode I get crisp edges. When I import to per-pixel the only option I have is a soft shaded model that is hard to tell how the forms turn. I can subdivide the model to get better visibility of the form, but not without smoothing it, and that gives me a model that isn't accurate to what I need for a final output. There are work-arounds, but I'd rather not work on a model that is far denser than it needs to be.
I apologize if this post comes off as rude, I don't mean it to be but I'm getting rather frustrated with it today for some reason moreso than in the past. I think working on something geomatric/mechanical in nature really highlights this flaw for me.
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As far as I can tell, there isn't an option to use any subdivision without smoothing the model, so what I'm working on just turns to lumpy mush. (per-pixel mode)
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What wizard are you referring to? I'm not seeing anything that relates to "virtual" resolution in the dialog box when importing for per pixel.
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I'm curious if there is a way to get the crisp edges you see in microvertex mode in ppp mode? Using the wireframe helps, but it still doesn't clearly mark where the form turns abruptly for me. I'm providing an image to show the difference between the two. Hoping someone knows how/if it's possible to get a crisper image from per-pixel.
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Seems like all the quirks from projection painting were worked out, or at least the ones that were affecting my work flow. I'll be doing more testing soon, but kudos for the diligence Andrew.
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Could you share some insight into how you're painting the normal map and doing the geometric textures? I'm doing work very similar to this right now, so if you've got some pointers that might make it less tedious I'd appreciate it a ton.
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no, the "to lines" just takes everything and makes it a single straight line. I know you can do the "toggle hardness" to get lines and corners that are straight, but can you have it turned on that way by default?
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I've been using the splines in paint mode, and if I can get them to work how I want them to it would make my life a whole lot easier.
I swear I was drawing straight line - closed splines without having to convert the curves into hard points for a bit and now I can't seem to recreate it. Is it possible to defaultly make splines straight lines? What I was doing was creating a shape with straight lines and then was able to add points that would bend the segments where I added them, all without having to convert them with the "toggle hardness"
Am I going crazy or can I just not figure out how to do it again?
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updating this with images of one of the other problems projection is giving me. The top is what was in photoshop, the bottom is what is happening in 3dcoat. This particular part of the textures hadn't been touched for awhile and it was even on a layer I didn't make any changes to so I have no idea why I'm getting these results. Any chance for a word from anyone why this might be happening?
3D-Coat 3.5 updates thread
in New Releases, Bugs Reports & Development Discussion
Posted
Transform in retopo room is awesome. Basically gives us a very simple poly modeller that can hopefully be expanded upon.