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insignet

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Everything posted by insignet

  1. v 4.9.65 Render Room Issue - 3DC Hardware setting: GL Version Created an object Added a light Hit Realtime Render + Screen Space + Illumination Worked OK, then started to move light position, rotation etc then Screen filled with this green
  2. Request If I bring in a primitive to the sculpt space and click on models. I get the option to create a cage ( which is great ) BUT when I try to move the cage points the Gizmo appear directly over the point i want to move, this is fine if you want to move with the gizmo. However moving without is more artist friendly, its really frustrating having the gizmo pop up under your cursor everytime you're trying to simply move the cage. Could we have a Remove All Controls added to the drop down list?
  3. Fractures in the render room. Tiles visible and artifacts ( voxel mode ) GL version... anyone else confirm?
  4. Testing 4.9.31 DX - Create a Vox Object open shader tab and click on shader - the vox object disappears Alt-click and the shader updates as it should anyone else confirm? Thanks
  5. Is it possible to use the new curves implementation to allow a user to place Hair Cards ( UV'd Geo from the Retop Room ) smoothly along the curves ? The curves themselves are a great addition, it seems they would be perfect for this type of work?
  6. Its a valid point, but why not jump into blender for modelling, sculpting, retop, UV 'ing and rendering? Isn't that free also? I agree with you... make the render inside 3DC more robust, if that's a bridge to another render app, then great ( as long as its a full implementation of course )
  7. I agree, current render is ok, but its way behind the competition. 3DC has got a good reputation among concept artists, but most seem to use Octane, etc to render. It would be great to have a more robust render engine to keep 3DC in pipeline for longer. IMO
  8. If Im saving out fog mask or a depth pass etc.... the output has banding on it from dark to light. I've tried to raise the samples etc but I can't get rid of them.
  9. Looked at the save path 4.9.09 ... I'm still confused by where its saving exactly. If for example I specify the desktop as destination for renders, it seems to put it in a Renders folder? Tested Depth Pass etc... I still get alot of banding, can't really use it in its current state, again hopefully it will be addressed.
  10. Thanks...I will check it. Has the banding been fixed on renders? I got alot of gradient banding in depth pass/ fog pass etc
  11. I've been looking at the rendering also. I was very excited about the render, it is odd the way it saves the render ATM. When you save your render, it seems that you are saving your output, but you are creating a folder to place it in. Anyway... only BETA so it'll get some polish soon.
  12. Kinda replying to my own post here regarding the Banding on the Depth Pass. It maybe user error, but here's a screen grab of the problem. Like I say I may have missed something on the setup, but I don't get a smooth transition.
  13. @carrots I'll try to send a screen shot later, but I'm getting alot of banding on the depth pass. I've raised the samples etc but I can't get a smooth result. Like I say - I'll post an image, just wondered if this was a known issue.
  14. @Andrew Shpagin - Fractures is very cool and should be developed more. Its in line with Quixel Mixer and Substance Alchemist. Powerful stuff when combined with the tiling texture instances.
  15. I agree, the development must keep pace with other software such as Substance Painter. It gets polished and small changes added - such as the environment baker, which is great. Sculpt layers adds so much and is a killer feature, pushing 3DC forwards. I work for a games company and I've pushed 3DC, many have adopted it but they still revert to Substance for PBR texturing ZB for sculpting, and the results they get are very cool. When it comes to hand painted they'll use 3DC. The sculpting features are important to keep pace with other apps and its important to plug gaps such as why users want to use Substance over 3DC for PBR related work. Don't get me wrong - whats in 3DC ATM is very good... but having a piece of software that takes on so many other apps in its functionality - ZBrush, Substance, TopoGun etc its important not to take your foot off the gas and push forwards on all fronts.... not to start creating alternative versions, else you'll eventually loose the customers. I think that's what AbnRanger means?
  16. insignet

    Sculpt_Test

    From the album: Exploring Album

    Speed Sculpt test... I really like the style of Assel Kozyreva's work (http://akozyreva.cgsociety.org). I tried to make a slighty older version of a male character concept in 3D-Coat. I'm trying to get out of my comfort zone, enjoyed working on this one. Sculpt, PolyPaint and Render in 3D-Coat.
  17. insignet

    Exploring Album

    Album shows of some work that I do to explore 3D-Coat and generally practice, sculpting, texturing and designing characters.
  18. insignet

    Brainiac

    From the album: Exploring Album

    'Menacing thoughts... purified evil'. Sculpt, poly paint and rendered in 3D-Coat.
  19. insignet

    KingPin

    From the album: Exploring Album

    " The Boss was pleased to discover Spiderman's real name was Peter Parker." Sculpt, Poly paint and render in 3D-Coat.
  20. From the album: Exploring Album

    He graduated... and the rest is history. Sculpted & vertex painted in 3D-Coat.
  21. insignet

    Devils_04_PS.jpg

    From the album: Exploring Album

    Sculpts to explore and practice the tools in 3DC. This one had some post work in PS.
  22. insignet

    Devil_03.jpg

    From the album: Exploring Album

    Sculpts to explore and practice the tools in 3DC
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