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Tser

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Everything posted by Tser

  1. Hi Sergyi, No specific tool or action, some how 3DCoat breaks the OGL side of the display driver, I know its the OGL side because the Softimage view port doesn't display properly (Softimage version 2013SP1 and 2014). I have never had this problem with any other app, so I assume its 3DCoat and if I use ZBrush instead for days at a time I don't have any OGL issues in Softimage. T.
  2. I have found that using 3DCoat for any length of time (days), the OGL driver (Linux) gets hammered and you have to restart x to reload the driver, this only happens with 3DCoat. Video card = Quadro 4000 with the latest drivers in Fedora 18 (with all the latest updates). T.
  3. Sorry, but what I should have stated was painting with cavity (more in etc), by the way I have a Quadro 4000, I have no problems with normal painting, painting displacements (bump), is also very slow. edit: This slowdown seems to be when I am painting on an area which has a lot of displacement (large coverage area), on it, on areas where there isn't much displacement (area wise), the cavity painting is quite fast. T.
  4. Andrew, is it now better to work the ZBrush way by painting on the vertices and then Baking or the older 3DCoat way by creating UV's, Baking out the Displacement map (MV), then painting the hi rez color etc maps. Because I have found that painting on a 4K map extremely slow, yet painting on vertices very fast. T.
  5. I found it much easier just to add more detail to the retopo mesh rather than try to compensate with these extra spheres of influence, and by the way, a gradient map would work with volumes as the map just describes how much to increase or decrease the distance along the normal to look for surface details, just as the sphere of influence does, the only difference is the ease of painting compared to creating a sphere, re-sizing it, giving it a value and placing it on the mesh. T.
  6. Things in 3DCoat have certainly changed a lot, I have just discovered that its better to do all my painting before I retopo, UV and merge (bake) to scene, because if I want to use a 4K map I cannot work with it after baking because the lag is very bad and trying to paint in cavities, forget about it. What impresses me about version 13A (Linux), is how stable it is now, I have been working for days on the same scene and it hasn't crashed on me once, good work Andrew, stability is extremely important. T.
  7. Andrew, I must say that I don't like the spheres of influence that you can add to fine tune the merging (baking) to scene. Is there any way you could add the ability to just paint on the surface of the mesh, the areas where you would like to increase the scan depth or height, by using this technique, you could create a grey scale map, med grey being the colour of the start setting which you set manually and if you need more depth in an area of your mesh then paint it darker grey, if you need more height in an area the paint lighter grey, white being the max height and black being the max depth. T.
  8. Andrew, there is a big problem in the retopo room with editing the UV's with the Brush, The Brush cursor has an alpha on it and it seems to be set at some incredibly high value and there is no way to reduce the intensity of the alpha, you can change the alpha in the Voxels room, but this has no effect on its intensity. Also, there are two Radius parameters on the tool bar, one next to the Smoothing and the other next to the Simple checker drop-down. I will add it to Mantis. T.
  9. geothefaust, has the bug (Mantis 0000739) been fixed? Your Mantis note says "Updated status to "resolved" as per Tser, the reporter. Thanks." I didn't say it was fixed. T.
  10. How do you close an issue in Mantis? I want to close some issues which have been fixed but I cannot figure out how. T.
  11. Thanks for that haikalle, that's the one, I think that this problem will occur for anyone who plays around with the UV editing for long enough, it always happens to me, I am now on Fedora 18, before I was on Fedora 14. BTW, I don't get any slow down or lagging anywhere. T.
  12. I have already reported this in Mantis last year, I even sent you a video which you downloaded, I cannot get into Mantis now, I don't know why, it says that I might have been blocked, can you unlock it for me so I can report my issues. Anyway, steps to reproduce: Create a sculpt go to retopo room and create a retopo mesh for it create your UV set for it. Now, start manipulating the UV points, edges and faces with the Tweak or Brush tools, it may take a while, but eventually when you take a look at your retopo mesh you will find that some of the points have been moved to other locations on your retopo mesh. If you don't fix these as they are produced then the retopo mesh may be so messed up that you cannot fix it without a lot of work. T.
  13. The BUG in the Retopo room which causes some of the models retopoed vertices to be displaced far from their original positions when Tweaking or Brushing the models UV's is still there, this bug causes a huge headache because if you don't spot the distorted mesh early then you will end up with a messed up retopo mesh which takes quite a while to repair. Andrew, you have got to fix this as its very destructive. T.
  14. Most impressed with version 13A (Linux), very few problems with the sculpting tools, great work Andrew. I have a problem with the UV texture space though, if you could add a method of highlighting (painting) areas of the model so that when you do a UV unwrap you would get more texture space allocated in those areas, in a similar manner as you can when you autopo and have the option to paint areas you want to increase the generated mesh density. This would save a lot of time manually reordering the UV's. Also I noticed that when I got into the painting stage after Retopoing, UVing and merging (MV), that the saved file size shot through the roof from 200mb to 1.6Gb, what is the reason for this? All in all though, it was a good experience and the feeling of throwing something through the window has completely gone, again, good work Andrew. T.
  15. Hey there Andrew, any chance for a more recent Linux version? I really want to give it a thorough test run to see how far you have come with stability and bug squashing, I have just finished a long, drawn out stint with ZBrush/Softimage and now ready to give 3DC a go. T.
  16. Sergyi, I don't get the OGL application problems with the new Linux video driver (304.64), so that's a thing to remember, Linux video driver 290 causes problems with OGL applications. On another note, I will not be beta testing the Linux version for quite a while as I have just started on a large job which will keep me occupied for quite some time, the sad thing is that I will be using ZBrush 4R4 P2 because I cannot rely on 3DCoat, its quite ironic that ZB is a 32bit Windows application which runs better and more reliable in Linux under wine than Linux native 64bit 3DCoat. T.
  17. Well, just started 3DC and got that missing menu thing which was supposed to have been fixed. 0000778 T.
  18. Hi There Sergyi All the later versions of 3DCoat act the same, I have just updated my video driver (NVidia) from 290.03 to 304.64 and so far so good after an hour of testing, I will let you know. T.
  19. I have noticed a strange happening when starting/running 3DCoat in Linux, all the other OGL programs which are currently running become unstable and eventually crash, this never happens if 3DCoat is not running. Also, my video card fan starts to up its rpm only while 3DCoat is running, even though I am NOT running the CUDA version, if I run the CUDA version my video card sounds like a leaf blower (Quadro 4000 running the 290.03 driver, OGL version 4.2 ). T.
  20. Andrew, good to see that you are tasting your own medicine, this is the only way to get direct feedback from your own creation, I really hope you utilize your whole application and not just sculpting and vertex painting because you have to go through the entire work flow from sculpting to exporting your final retopo-ed, low poly mesh with its Textures and Displacement maps for use in another application.
  21. +1 I would like to see you retopo and UV the ant, merge it to the scene (MV) and then create a nice texture using cavity (fill) as well as multiple blended paint layers, also don't forget to add finer surface details. Then, extract the maps (texture, displacement etc) as well as the retopo mesh (obj) to be used in another application such as Maya, Max, Softimage etc. T.
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