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PixelDust

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About PixelDust

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  1. PixelDust

    Rollerskating Madness Chihuahua

    Well, I finally finished it! I added the fur in Modo (which took me a while to figure out the grooming and shading process) , and built the rink. Then I added an off-screen disco ball (a beveled sphere with a reflective material) and shone some colored lights at it to cast the dots you see here. The image took almost four hours to render in Modo.
  2. PixelDust

    Rollerskating Madness Chihuahua

    Hi - sorry I've been lax about the updates, but I have been working on it, and it's about done! I reshaped the head to make it look more like a chihuahua, and added a shirt, teeth, did some painting, and added hair in Modo. I'll add some bows to the skate laces, and maybe add a dog collar. I'll also add a wood floor later. Hope you like it!
  3. PixelDust

    Rollerskating Madness Chihuahua

    It's been a while, but I'm still working on it. The sculpting is pretty much done, and I'm working on retopo. The file was getting really large, so I've been splitting up the parts into different 3b files and using Autopo, then exporting the retopo meshes and high-res meshes into Modo 10.0v1 for UVs and baking. So far, it's been working pretty well, except I did struggle with the skate boots. I had made them thin-walled objects, which caused problems with the Autopo routine. So I had to go to an earlier version of the body model, make a layer with just the feet, and combine the feet with the skate boots so there would be a "solid" mesh for Autopo to work with. I also had to make a decimated version of the meshes because 3DC would run out of memory during Autopo. Also, I learned having the laces as separate meshes wouldn't work with Autopo or bake well in either 3DC or Modo, so I had to sculpt the laces onto the boot, which worked much better. Here's a Modo render of what I've finished so far.
  4. I got an e-mail back from Andrew. He says it will be fixed in 4.5.34.
  5. I'll do that, thanks. I'll put the file in my Dropbox.
  6. OK, just checked it and it's doing the same in DX64S.exe. It also does that in the GL versions.
  7. I'll try it later today.
  8. Thanks, but I don't think that's the issue. I just tried it on a fresh project, and the same thing happened. I'm sure I didn't paint on layer 0. The checkerboard seems to appear at the edges of strokes, or where the depth is the lowest. I also noticed that if I have the smart material window open, I don't see the depth problem in the SM window, but I do see it in the viewport. (See screenshot). I also exported my maps to Modo and there are no transparent spots in my textures, so there isn't any actual transparency as far as I can tell. This makes me suspect this is just the way it shows up in the viewport and not an actual problem with the texture. BTW, I'm using an NVidia GTX 970 with the latest driver (364.72) on Windows 10 64-bit, and I'm using 3D-Coat 4.5.33 DX-CUDA. EDIT: I also attached the render from Modo. I can't see any problem there. So, I'm guessing it's a display issue only.
  9. Thanks Carlosan, but I wasn't painting in layer 0. I was painting in another layer above that (see screenshot) You can see it's leaving some transparency even though I'm not on layer 0. If I bump it up to higher (like 37%) the checkered effect is even more evident. (see second screenshot).
  10. Nope - I was using one of the Hair brush alphas. And it's happening in the paint room on a retopo mesh that I baked a microvertex displacement map on. I added a layer above the one that had the displacement map on it, and was painting with a brush that had both color and depth channels turned on. I wonder if the problem is that I have a displacement map, and when I paint more depth, it is adding up to more than 100% depth. Is that a bad thing to do in 3D-Coat?
  11. I started painting my model, and noticed that sometimes I get a transparent checkered area as I paint depth. Am I painting too much depth? The depth amount is set low, like 5% or so. See the attached picture which shows the issue better. Thanks!
  12. PixelDust

    V4.5 BETA (experimental)

    Totally agree with you!
  13. PixelDust

    V4.5 BETA (experimental)

    I renamed my old 4.5 user folder and reinstalled, and I see a skin shader now - thanks.
  14. PixelDust

    V4.5 BETA (experimental)

    Thanks! The only skin shader I seem to have is a PBR shader in the paint room, though. I had made a sculpt shader called "Skin" earlier - could that have messed things up?
  15. PixelDust

    V4.5 BETA (experimental)

    Looks good, BeatKitano! What shader are you using there, and what did you find out about how to use SSS? All I could figure out is that you have to have "use normalmap texture" checked to get the SSS setting to show up.
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