blackant Master

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  1. Maybe something I have missed during those years, or maybe a feature missing, while using attach to layer, a lot of times I prefer to disable the normal map because I never fund any option to set the scale of the material accordingly to the size of the model I need, like on this screenshot: I mean, I Know I can set the size while the material is not attached to the layer, but the size will be reset if I swap to another material, what I usually do while i want to check for best choice in context.
  2. This morning I opened my file and got this result: I tried to reopen it, but got the same result. The problem is related to the voxel mesh I Imported as surface
  3. Nope, that was not this point, but i fund the right function to correct it. It's related to ZBIas, if i drop it down to 0% it's completly removed
  4. Also, I have to say, I never noticed before today that there was police color option inside this panel, and does it really works ? Because I have always used main color from the brush and never seems to get any multiply or any change from this color. And another point about the police size, because I directly use the distance between the marks to get it at the right size, I never used that option too.
  5. Hi Carlosan, I know OK allows to see the selected font, but I mean, it's so odd to have to close/ open/ close/ re-open and so on, to see font one by one, and it takes so much time sometimes before finding the right font. What would be great would be to use mouse roll up down to swap fonts, and don't have to click OK. Or something like that, more dynamic.
  6. C'est un problème récurent entre les différents softs de 3D et de moteurs de jeux. Par exemple, Unity utilise les Axes X, Y, Z en pointant Y vers le haut et Z vers l'avant, tandis qu'UE5 demandera de pointer X vers l'avant. Dans 3DsMax et Blender, Z pointe vers le haut, tandis que dans Maya, c'est Y. C'est pourquoi dans 3DCoat tu as la possibilité, dans l'import classique, d'inverser Y et Z avec cette option : Dans la chambre de voxel, une simple rotation à 90° fera l'affaire
  7. While working on painting textures, this is commonly something I miss a lot when I have to search the right font I need for the texture I'm making. Like the paint tool which allow visualizing the result before applying it over the mesh, a similar function for the font may be a wonderful improvement.
  8. I'll give it a try, I have always been using reference import for my retopo works and never been annoyed by poor fps in the old versions... Anyway, I just discovered another problem
  9. since many years i'm complaining about the shader in retopo room that is not really efficient to seen the model. I suggest to get something similar to Blender viewport rendering "cavity" wich make all the diference.
  10. Hi, I really get bad performances in the retopo room wince version 2022. i made a short video :
  11. Our hearts are with you pilgway team, hold on, be strong and take care of yourself