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blackant Master

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Everything posted by blackant Master

  1. Today i'm facing a situation where, i get a model from my teamate, and i would quickly modify it in the tweak room, but i don't get the option to do what i want. Inverse Normal (or flip normal)
  2. yeah, but this parameters are available only for the degree section and it would add a pllus you would be able to set this options on other parameters
  3. Good point, never tested this way thanks for the tip
  4. This would be cool to get this brush to replace this steps select the vertices fund the button relax and clicking it multiple times to relaxe selected points instead if we could have a brush wich allow to point an area and relax it with some strenght value to set. exactly the same way we smooth the texture, but to relax vertices.
  5. It would be really cool to have this function, because majority of time you must trace 1 first spline for the main direction a secondary spline in parrallel from the first a third spline to cross the 2 first a last spline in parrallel to the third .... instead of all this step, why not simply have a function to trace a spline a directly having Quads following the direction of it ?
  6. you are talking about voxel room i was talking about paintroom
  7. the way actually to manage it is to complicate, first import OBJ to unwrap, don't focus on painting yet export it to max and setup Smoothgroups (still in quads) export it to fbx, and paint (lost quad when you import in 3dc) export it to max or any soft to animate (triangulated mesh) if we could manage smoothgroups directly in 3Dcoat, it means we can keep quads and do so much import/export.
  8. This is a tool i'm not really using often, but i really should. But today i was using it and if it works nice when your mesh is big enough to allow you to scale the image, if your mous just goes outside the mesh, it will lose focus and size will be unmanageable. try using it on a plane and draw something on the border to check what i mean. so, an option to disable collision detection would help to keep the brush control.
  9. this is a parameter i think that really miss in the workflow, let me explain why i use 3dc this many years now, i have always been disturbed because of Obj that doesn't keep the smoothgroups on import, or FBX that triangulate the mesh instead of keeping quads... but the fbx has the smoothgroups infos in it, and it really helps when you need to calculate normals but also curvature map and AO. sometimes, you may think your model is good, when you import it, adding textures and painting it a lot and suddenly you reallize that somewhere in you rmodel, the smoothgroups can be improved... the only way to do it is to to do it outside 3dc, wich means, exporting files to a PSD wich means also you may have problems reimporting it, with missing specular, gloss or anything.. problems with normal maps wich can be in the wrong direction etc... with that in mind, i must say, why not stay in 3dc and do it inside the tweak room or something like that?
  10. hello everyone, to dya i was thinking about this idea, wich i think could be really could to have inside the paintroom freeze by pixel intensity ! like in ZBrush when you want to create a mask from vertice color intensity (Black to white) or by vertex color, this option would help to create normal maps or glossmap over a painted texture. so it may also be interesting to think about freeze by AO or curvature map ...
  11. this is a simple feature i didn't noticed that it doesn't exist actually. the renderer is always backfacecull On and there is no option to deactivate it
  12. i was just reallizing that the interface of the smart material can be improved by adding more possibilities to it. to be more precise what i think about is to use this list also on other parameters like the mask/Opacity texture
  13. yeah i seen this but this informations are important where the mesh is ready and finallized or as a reminder
  14. i didn't deleted anything and tryed again and again and finally it worked
  15. this bug may be caused by the reference mesh used or baking parameters when inner shell may be conflicted to much with the mesh (for grains i used many small spheres) after a turn in ZBrush and some dynamesh works, the baking has been perfect.
  16. just tryed to open sculpt room from main menu and got this happening: bug has been sent
  17. just tryed to open sculpt room from main menu and got this happening: bug has been sent
  18. Hello, today i'm experienceing a strange bug i never seen before: using 3dc 4.8.15(DX) What you see here is the result of the baking i just made... the white mesh is the reference mesh used (import > reference Mesh) > Datier_LOD_0 + Object001 the other dark mesh is the retopo with baked texture > Datier In the Tweak room i have this bug: hidding Datier_LOD_0 Layer: Hidding Object001 Layer: Hidding Datier Layer: it behave like if this Retopo has been projected on Object001 Layer But Object001 Mesh still reacting sepratly from Datier Layer...
  19. yes this is usefull but only available in the retopo room isn't it ?
  20. Hello, Actually, while working on unwrapping models, some case will make the job halffly done, especially when curved mesh must be unwrapped. this means that we must take time to check UV pannel island by island to be sure that uv doesn't overlap with automatic Unwrap mode. when you find one, it is fast to change the mode to ABF, GU, LSCM or planar. but when you works with many islands and needs them to be checked correctly it takes long time to find all of them: this would be nice to be able to get a "select Overlapping faces" or "islands" in the retopo room and UVs room to quickly arrange problematics UVs pannels. in the menu like it is for select Ngons and stars for example.
  21. it would be nice to have the ability to display mesh statistics (poly number and vertices) outside the retopo room cause i am actually forced to reopend my obj into max to get this infos.
  22. would you need a hand ? if you send me your file i can check if the bug comes to me also or not
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