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Malo

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Everything posted by Malo

  1. Not realy. it is only faster. You could work with more lights. That brings better results in a faster time.
  2. Welcher Shader fehlt denn? Wenn Du den Mudbox ähnlichen meinst, der ist bei mir da.
  3. I cant confirm it. I use Blender 2.71 with the Applink (0.3.2) and it works without problems as far as i see.
  4. How did you achive that nice AO calculation? If i try 256 lights or 512 i didn´t get such a result like in the preview video.
  5. How did you achive that nice AO calculation? If i try 256 lights or 512 i didn´t get such a result like in the preview video.
  6. How did you achive that nice AO calculation? If i try 256 lights or 512 i didn´t get such a result like in the preview video.
  7. Working with Color IDs is not possible. There is no way to use it at this time, maybe someone in the future. You could every layer as a mask. It works different as in PS or other painting apps. Take a look into LayerBlending Tab, on the bottom there is the a field what layer you want to use as mask.
  8. Are there any news about a better AO calculation if you start in PPP without highpoly you can bake from?
  9. Its not the truth. Maybe onyl if you dont work with HDR. But for all that works with HDR, it is realy nice how it works at this time. I dont need the old lightning model anymore.
  10. Not possible yet. Feel free to add you +1 here http://3d-coat.com/mantis/view.php?id=705 and here https://trello.com/c/wQf6AjLY/233-painting-past-uv-shells-bleeding If it get enough votes, maybe Andrew will work on it sooner.
  11. You are in Voxel Mode. Voxel works different. You model gets calculatet new with triangles. What you did is the normal way how it works in Voxel Mode. For your needs, you should start with Surfacemode. In your import options, check import w/o voxelization. That should bring in you model with you real polycount from maya.
  12. Malo

    untitled.28

    Realy nice.
  13. Take a look into the Preferences under Viewport. There is an option for the Camera Zoom Speed. Set it to -1 (negative value) or what you like and it is inverted.
  14. Vielen Dank für deine tolle Tutorialserie. Hut ab. Muss ich mir gleich mal ansehen. Und ja, es hat Spaß gemacht dir über die Schulter zu schauen.
  15. Looks more like a frog to me, No offence Digman.
  16. Das meine ich auch, wenn wir das gleiche meinen. Der PBR Material Editor funktioniert ein wenig anders als gewohnt. Preset Modell (Cube Mapping) und Plane (das weiße ist From Camera)
  17. Ja, aber nur wenn Du From Camera als mapping methode einstellst. Bei Cube oder so kommt immer das Preset Modell.
  18. I mostly create game assets, and i am not happy how it works now. Mostly i switch to Substance Painter or Designer and did my painting there, but i would prefer if i could do most of the work in 3d coat.
  19. AO baking is useless without Hghpoly. Starting directly with PPP sucks in most areas if AO is needed. Curvature is fine, it have only problems with sharp edges as far as i see.
  20. @Andrew Is there a way to replace this two fields with that two fields in that tab? I dont need Opacity for Roughness and Metallness in the first place in my layers. Additional Roughness and Metalness is much more important in a non destructive workflow. As far as i see, with Customize UI it is not possible. Any ideas how i could solve that problem?
  21. 3d coat have problems with holes and unclean meshes in autopo. There are some fixes in the beta builds, maybe that helps you with your problem. But i would import the object in VoxelRoom as VoxelObject. This close every hole and missmatches. Then you could start autopo with this mesh.
  22. I have a little problem with roughness. It looks wrong to me how it is calculated, if you work with the opacity of roughness. Take a look at this. A little test with roughness. Left side is painted with 25% roughness and 100% roughness opacity, right side is paintet with 0% roughness and the roughness opacity is set to 75%. Both looks similar and ok to me. And now at this. Left side is painted similar as above but the complede object is filled with it, so the right side have that values, too. And right side is paintet same as above. Looks like the Roughness is multiplied with the lower layer. If i think about that, then yes, it should be correct, but i dont like that way how it works. It is realy hard if you want to work in a nondestructive way. I think it would be better if top layers overwrite the lower layer values, or some blending options to overwrite it because sometimes it is usefull to multiply some layers. Could anybody explain me whats going wrong here or how to fix that? Cheers Malo
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