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Everything posted by blackant Master
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Hi, i have sometimes this kind of problem while working on retopo, i can see the wire, the seems, but not the polygons... see the screenshot for reference. it cause problems: can't work on the mesh UV unvisible this problem may happen sometimes with layers while importing separated parts of the retopo
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it should be nice to have just the ability to select and weld or remove vertices when you are working in the Adjusting room. for the case some rats nets have been exported during the process
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while you are doing a retopology, then baking it you want to go to paint room, you are always forced to pass by the adjusting room to delete the reference model. ok, but, when you work with ZBrush and have many subtools attached to your reference object, it can take ages to delete everything and this confirmation windows is really frustrating because it open each time you want to delete an object. so why not adding an option "dont ask again" or ability to select the whole list of groups and then clic on delete ?
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Hi, i have noticed that problem multiple times. each time i export an illumination Map it is just a clone from the color map. doesn't responde correctly to the layer assigned to be illumination
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Crashed !
blackant Master replied to blackant Master's topic in SOS! If you need urgent help for 3DCoat
problem still on V4.0.05 -
Crashed !
blackant Master replied to blackant Master's topic in SOS! If you need urgent help for 3DCoat
The V 4.0.04B crashed too. this problem doesn't come from the renderer panel because it crash when i'm in paint room too. -
This happen when you go to render step and clic to help > send to verold.com crash when in render step clic to Help > send to sketchfab.com used version 4.0.03 cuda DX64
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while using the paint by material and mask, the most tool i use, many time i usually only need to rotate the images is by 90° angle. so, i think it should be usefull to have a button to simply rotate it by 90° and -90°
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improving the voxel models insertion
blackant Master replied to blackant Master's topic in General 3DCoat
welll you'r right an image may explain better what i'm talking about. i select the green object on left and see the horrible block box in red. ( i work on 3DC since 2008 for now, i have no time to post more on forum) -
Hi, when working with voxel models objects, putting the selected object on the right place is sometimes hard define because : - everything is white - sub-models are not totally transparent so it hide the other shape. should be nice if sub-models where in different color, (like red/blue) and opacity corrected.
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La Version 3D COAT V 4 est sortie!
blackant Master replied to Frenchy Pilou's topic in Discussions sur 3DCoat
Je suis a peu pret sûr que j'utilise 1/10eme des capacités de 3Dcoat -
is there any update since 2010 ? this plugs looks really usefull for anybody
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tu utilise quel soft en exterrieur ? il faut savoir que max et maya ont des valeurs X,Y,Z differentes ce qui influence les normals. tu peux regler ce parametre dans les préférences de 3Dcoat sous l'onglet exportations des normalMaps a toi ensuite de bien connaitre tes logiciels pour savoir quel system d'orientation ils utilisent, la plus part utilisent la norme de maya
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hi, i'm not agree with you, when you use AO inside "dc you should set how many lights you want around your object to simulate a sky ambiant... so it use lights, isn't it ? i don't works on maya, i use max and i can bake the AO inside as well, but because i works with 3DC, why should i use max to this? i egally use white on the ao laayer to erase those artefacts, but if it could be done without any help, it should be nice.
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Calculate Occlusion is one tool i use always on my models. but recently, worked on a lamp and thinked: "hey! it's all black inside, where the light will be bright !!" so it's why i came here, it should be nice to be able to place lights manually for occlusion backing.
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Help with Normal maps - Vue - Dazstudio
blackant Master replied to Molfman's topic in CG & Hardware Discussion
you can and you should customize your preference inside 3dc to export normal for max or maya -
yes hand are scultped closed. you can see the final lowpoly model used for it
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an old mesh i made many years ago, for a woman elf http://3d-coat.com/turntableID=134929168790