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Malo

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Everything posted by Malo

  1. @Andrew A little bug that is realy anoying. If you move a layer from Voxel Room into the Models folder, to create a new basic object and you delete it, the created image should be deleted, too, not only the obj. Because if you create a new basic object with the same name, the old preview image get used, that is mostly compledly different as the actuall one. Same in Retpo Room with Retopolayers and RTP Models.
  2. Not sure what you mean, but if i create two cubes (voxel and surface mode) both cubes get joined and the intersecting part gets deleted. In all my tests there is no intersection.
  3. Sphere Bot Next step would be some aditional normalmap details.
  4. New alignment is buggy in paint room. (Paint Objects and Surface Materials) I am not able to read something. Is there a way to disable the new alignment?
  5. Not sure if i see it correctly on you image, but you have the UV-set ...mesh1 active. And you have run autopo at Quadmesh4. It sounds to me you dont have set your uvset to mesh4. If UV-set mesh1 is active the both Quadmesh1 and Quadmesh4 gets merged into the same uv set. Please try it again with the correct UV-Set.
  6. Did they have there own uv-set? When yes, did you set the uv-set befor you run autopo?
  7. The size of the uv-island is not the problem. I think there is a problem with 3d coat itself. It looks like 3d coat makes a twist on your island, you have this twist sometimes on easier and smaller islands, too. I have no idea what causes that problem. In your chase it was easy to fix it with one extra seam. But sometimes, you have to switch to a differnt software an make the unwrap there.
  8. There are overlapping UVs. Did you see? Make a extra seam in that area. New Unwrap. Then delete every unused stuff like your Retopogroup1, it is empty. Clean your PaintRoom -> Delete every layer but not Layer0 and delete all objects in Paint Objects Then start a new bake. Hide your Highpoly and switch to Paint Room. Now you have a nice object without overlapping stuff.
  9. The biggest problem is, if you unwrap it in that way, it is very hard to work with that in PS, Gimp or other Painting Apps. Without Highpoly and the ability to rebake your textures, it is nearly impossiible to do some changes. The next problems are visible seams. Maybe it looks ok in 3d coat and Modo, but there are far more Apps out there that could have trouble with it. Game Engines like Unreal or Unity or Render Engines like Vray or Octane. Less seams guaranteed less Problems in more Apps.
  10. Not bad. Is the head done? Looks like it is not complede.
  11. Substance Designer is not a 2d painting app like PS. You cant realy paint like in PS. Thats the reason why they start with Substance Painter. But it is much more friendy to work with Designer or Painter, You dont have thousands of flopping and popping windows all the time if you do some changes. Everything is in realtime. The biggest benefit is, Painter and Designer are Standalone Apps, You dont need some additional software like DDO, that wont works without PS.
  12. There should not be overlapping uvs, if you subdivide your model. I have never seen that. They only overlap if the overlap in lowpoly, too, Could you share you file or give us mor infos?
  13. Thanks for the reply. I work on a little robot, it is not done, but i hope i could finish it in a few days.
  14. I want to help, but i am not sure if i could give you the quality you need. But i give it a try. Are there any rules? Like did you need high and lowpoly, what maps did you need, what resolution, is there a deadline for the objects and so on.
  15. Looks like that works like mipmaps for games. Sounds nice, too.
  16. @ABNRanger Damn, you are right, On lower resolution it works much better but as more you go up as more unusable it gets. I should test more stuff in the future until i say it is good or better. About the caching idea What about if we work in the oposite way? I mean everything gets stored on a 8 or 16k map, but you choose the resolution in the viewport you want to work with. I know you dont like what i am saying next, but Substance Painter works in that way. You paint in SP with a 1k or 2k map and if you want to export your maps, you switch to 4k, and you get a perfect 4k HD map not an upscaled pixelated 1k or 2k map. If that would be possible, it would be enough to paint maximal on 4k, but you where always able to export 8k or 16k. What did you think?
  17. Hm, maybe i am wrong, but i think it was better in my quick test. I have testet only the sphere with 1024 in PPP and it feels like 5 or 10 times faster. Not realtime, but better. Maybe i should test it more, if the preview is faster or not.
  18. I dont work with MV so i have not test it. But it is better as in older version or not?
  19. Yes, the sliders works realy nice now. Much better as in the older versions, This is a big step in the right direction. Many Thanks Andrew.
  20. Did that alternative preview only work if i use Cube-mapping (ball) or UV-mapping (plane) in the material itself? Is it not possible to set a cube-mapping material with UV-mapping preview?
  21. If you all dont like the idea, for sure i am fine with it. If you want to see other long time features finished first, sure i am fine with it. And if this request wont be ever solved, it would be fine, too. I could life with it or i use the Substance Package But dont call me i want a copy of Substance Painter in 3D Coat. This would be the same, if i would say, Hey you want Sculpting Layers like Mudbox, oh come on we dont need a Mudbox Clone in 3d Coat. And if i remember correctly, 3d coat was the first with autoretopogy, and now mudbox and zbrush have it own ones. And PS have solid colors, SP have fill layer, they do the same as far as i know, why should 3d coat not having that, too. I done see a problem to have good features from other softwares in 3d coat. Anyway, i am new user and dont have much experiance with 3d caot.
  22. If we could use Substances, that would be awesome, but then have Andrew much more work as with the Fill Layers. You know, there are more options in a Substance as i suggest with a Fill Layer. Anyway I have the complede package, Designer, Painter and Bitmap2Material. It makes not a big difference for me, I could create my own Substances.
  23. Request is open for Fill Layers Feel free to add you +1 Mantis http://3d-coat.com/mantis/view.php?id=1736 Trello https://trello.com/c/ghjYS3DG/312-fill-layer-for-paint-room For more informations take a look at this. http://3d-coat.com/forum/index.php?showtopic=17291
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