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popwfx

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Everything posted by popwfx

  1. thanks, I always enjoy seeing tech demos like this. However, this like much of them is cool for the mere technical exercise of it, but is just not practical for real world use. I can't imagine having the precision necessary to model anything of consequence with something like this. Still fun as a school thesis or something...
  2. wow that's bad design - on the underside of the mouse? what were they thinking? On mine there is no button to engage or disengage the gear - you either set it up via its control panel software on a per appilication basis, or you can press the actual mousewheel down and "shift gears" then as well. And you are right, it is fun. It's the weight of the spinning wheel that feels "real" and gives momentum to the movement - and luckily, the on-screen scrolling matches the real-world physics of the spinning mouse wheel. BeatKitano: I'm not sure about the g500 - is that the same mousewheel as in the mx revolution? Because mine doesn't seem fragile at all, it feels well-engineered and with strong parts - it's lasted years so far -- maybe the g500 was an earlier or cheaper revision??
  3. Have you tried running the DX version just to see what it does?
  4. I sent you the scene last week, have you received it and been able to look into it yet? thanks!
  5. Actually I've no problems with my Logitech mouse. I got an MX Revolution and loved it so much I had to buy another one off ebay since they discontinued it (only becuase I used it so much the rubber and plastic started to wear). It works like a charm along with the Intous 4 & 3D Conexxion SpacePilotPro. The absolute best thing about this MX Revolution mouse is this awesomest gear-shifting mousewheel. It is digital click rolling like most mousewheels, but if you click to disengage (or set it up for particular apps) it goes into free rolling mode and it just flies with weighted momentum. So you can gear shift to mousewheel precisely or disengage to free spinning mode, give the mousewheel a swipe and long web pages or documents go flying down the screen and then I just catch the spinning mousewheel with my finger to stop the page. I have no idea why they took this feature out of the new Logitech mice - its so awesome. Plus it's wireless and has a week long charge and a docking station. I highly recommend one if you can find one...
  6. Thank you for checking my scene and working on it!
  7. So this works it seems, however I find it awkward to have to go to the Blending tab and find the field and make sure I'm on the right layer before setting the value (which is 0 - 1 as opposed to 0% to 100%). If there is a way this spec control can be in a box usable in the Layers list like the Opacity% and Depth % then that would be great. I may ask this as a feature request...
  8. Apparently, there are some very good external box power supplies you can get from NewEgg if you want to run one of the cards off of the internal and on out of the external. A small cable could be run out the back if you don't have enough space/fans inside your case for 2 of them or a monster one.... I would have had to do this for a Mac Pro 3,1 in order to get it to run a NVidia 580 - But I stuck with upgrading that with the 570 and will get the titans if I build a new PC or consider the Quadro K5000 if it ever comes out for the mac like NVidia promised last september....
  9. Unfortunately, I also tried this with just 1 UV set for the shoes and I still get the same problems. It won't bake the laces or tongue of the shoe I just get weird errors like that.... ?
  10. Texture baking tool isn't working, yo! Can anyone help me figure out how to get this to work? The details are not showing up no matter what scan levels I choose.
  11. I have a .3b scene with a model loaded for per pixel painting. it has like 50 layers as you can see from the screen shot and many UV files and surface names. I did a File > Import > Replace Geometry into the .3b to replace the model with a slightly different model - all surface/material names and UV names are identical in both models. You can see that the Replaced geometry seems to lose the links from the layers to the UV maps for most of the layers (but not all of them which is weird). Also the model comes in with errors (see the yellow errors showing holes in the model or flipped polys - which are NOT in the one used to do the Replacing). So, if as my previous thread said, that since 3DC does not import models correctly with textures and it takes forever to set up like 50 layers with manually imported color, spec, & depth layers, then that's why I thought I would be able to Replace Geometry would be a good idea to get a slightly different version to use for baking. But Replace Geometry is broken and seems to randomly lose llinks to existing layers despite identical UV maps and names and material names. This is highly frustrating and needs to be fixed. In the meantime, is there any way to reconnect existing layers to the mesh? i.e. when you manually import a texture it lets you choose which UV it is assigned to. Is there a properties or whatever that I can access on a per layer basis that lets me reassign the texture on the layer to the model's correct UV?
  12. LWO objects (saved with 11.x) do not import with textures into the Paint Room when importing for per pixel painting. They come in totally grey with nothing and it takes FOREVER to import each individual layer for each material for color, bump, & spec to get the LWO model to look like it does in LightWave. OBJ objects do not import with correct textures. They come in totally weird when imported - particularly if you use the Import > "Replace Geometry". There is nothing wrong with my objects - they load into other apps fine.
  13. . Oh I think I understand some of your confusion. There is one uv map inside this high res ball object. There are 3 surfaces (what 3DC calls materials). It just happens that the uv map gets named after the first surface name when the hi res ball was first imported into the Paint room. This is not a problem and is unrelated to this bug.
  14. Carlosa, I'm not sure what you mean. External maps can be loaded by Textures > Import > Diffuse map / Specular map / Displacement map (for greyscales) / or Normal Map (for external normal map files). What I am saying with this bug, is that all of this bakes in voiding hand painted depth EXCEPT for any depth imported with Textures > Import > Normal Map - this bug makes these depth additions not bake even though the look ok inside 3DCoat. Also, the surfaces in the test object and the uv sets have nothing to do with this external imported normal map not baking. I'm not sure what you are saying about that...?
  15. A similar request (but not for voxels, just the paint room) was asked for a few times. Here are some similar threads asking for the same sort of seamless tiling thing: http://3d-coat.com/f...l=seamless&st=0 http://3d-coat.com/f...ss&fromsearch=1 Mantis request here: http://3d-coat.com/mantis/view.php?id=886
  16. Mantis bug report is here: http://3d-coat.com/mantis/view.php?id=1020
  17. We are talking about 2 different issues here it seems. Digman & I just found out there appears to be a baking bug. This also appears to be unrelated to the number of UV maps you have. I don't use voxels much these days, mine is an imported hi-res model for per pixel painting and I tried to bake to an external low poly model. What the deal is, is that if you load a hi res model for per pixel painting and because it is LWO, it doesn't automatically load the textures (which may be another bug) - and so you have to manually load textures into the Layers so that you can have a hi-res model to do baking from... Well, if you load color diffuse maps into some layers and then load specs in to others, and load greyscale displacement maps into other layers, and load external normal maps as well, then everything seems to bake correctly, EXCEPT externally loaded normal maps which get loaded onto a layer called "NormalMap[ext]" despite actually seeming to work inside 3DCoat, don't bake out to the normals when baking using the Texture Baking Tool. If you load a greyscale displacement map, that not only loks fine in 3DC as well, but it WILL bake correctly to normals using the Texture Baking Tool. It seems if you load an existing Normal map that doesn't get baked as part of the normals (despite being correctly additive inside 3DC). I will attempt to make a sample object and report a Mantis on this and let Andrew know. I'm not sure about the problem Zeddicus mentions, I think that is something else.
  18. Can anyone tell me what I might be doing wrong with texture baking where some normals would bake and others wouldn't? I'm getting a situation where the cloth texture on the shirt here doesn't seem to bake into the low poly model (yes these are high poly models imported into 3DC and not voxels from the sculpt room). I was able to get the face to bake subtleties like beard growth and skin pores and hair normal maps and spec (and color of course) onto my low poly model - but for some reason the stitching on the shirt and the cloth fabric bumps in the source high poly normals don't end up getting baked to the low poly model. I thought it might be multiple layers conflicting so I tried the shirt by itself and I still have the problem. So since the face bakes normals ok I thought maybe I was doing something wrong. The high and low poly models are virtually in the same locations (I made the low poly in the retopo room off of the hi res version). Does the scan values help with this? The defaults are in and out scans of 12 -- I've tried lower values like 6 and hight values like 18 and there is very little difference except the slight angle of the wrinkle on the chest. On the left in this image you see what the hi res shirt looks like in 3DC with its normal map of the shirt fabric (in its UV layout). While on the right there you see the baked output of the low poly model (which has a different UV layout). Can anyone suggest what might be going wrong here? thanks!
  19. Either 12B is awesome or it's my driver. I just updated my Geforce driver from 310 to 314 and from beta12A to 12B at the same time and now a .3b file that earlier today would take ~5-7 minutes to load now loads in under 10 seconds! What's up with that? Is that the bug fixes in the CUDA version or is this driver better? Either way thanks for the 12B update it's great so far!
  20. Thank you - I will try that. At present, my spec layers do not overlap, however, a way to suppress it if they did would be nice (the same way I can reduce depth overlapping with the depth %age in the layers)...
  21. We desperately need Layer Groups folders in the Paint Room. Look at this crazy list of layers that would be much neater if I had folder groups. Is there a Mantis on this? thanks!
  22. Suppose I import an externally painted spec map into a Spec Map layer in the Paint room. You know how the depth layers let me adjust the intensity of the depth by changing the layer's depth percentage % ? Well how do you non-destructively adjust the spec layer's percentage in the same manner? Opacity seems to have no effect on imported layers with only spec. thanks!
  23. Thumbnails of the 2D layers in the Layers list just like in Photoshop like this: That way we can see what is going on better. While I like hover states in 3DC in general, the fact that the hover color is the exact same orange as the selected color makes it hard to determine which layer you are on if your mouse is in the vicinity. So that should change too - unless that is already possible via the themes - if so then the default theme should change so hover color is different from selected color. Also thumbnails would help see that you are painting on the correct layer and also to find the layer you are looking for if you've not named them good yet. They don't have to update live, but after brush strokes (not during) would be good enough. Please add this when you add the Layer Groups. Thanks!
  24. Ok, so voxels aside, I've tried a very simple texture bake just to see that I can get it to work. And it sort of works (with some errors): Here are 2 boxes, one with higher poly count and a different set of UVs than the other . The high one was painted inside 3DC. The low one here is how it looks in LW after baking: What's up with the Blue lines? and how could I do this with a larger character model which I don't have a .3b file for (i.e. how can I bring the hi-res character model into 3DC with its textures) so I can start the baking? thanks
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