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gbball

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Everything posted by gbball

  1. Thanks @RabenWulf Excuse my ignorance...I have yet to do a deep dive into sculpt brush settings. I mainly use pinch and one of the rapid or clay brushes. When I've used Zbrush a little bit here and there, the sculpting has felt in some ways a bit more predictable and the surface felt firmer...and the stroke details more localized... in the sense that what I expected and what I got were the same. I think 3D coat has gotten better in this regard, but I only use a few brushes like I said and I don't use ZBrush that much, so I can't make a definitive statement one way or the other. I'll definitely try out the Dam Standard 2 brush though and do some comparisons. One thing about 3d-Coat is that the brushes have constantly been changing, which isn't a bad thing, but that makes it hard for me to say definitively what it feels like vs something else because previous versions have been different. I think the changes have been for the better. I think the way falloff in 3d coat vs focal shift in Zbrush is a fundamental difference that should be overlooked. As in my mind falloff should allow me to make strokes that provide a nice buffer within the border of the brush radius that doesn't affect the underlying sculpt geometry at all.
  2. Here is the shader if anyone wants to test it out. explosion_node_shader.3dcpack
  3. This is a gif showing me clicking on the same node-based shader multiple times. The parameters keep changing for some reason. This used to happen with all the node shaders I made, but now it's just this one. The others seem more stable. I made this in an older version of the program...maybe 2021.09 or something which might be part of the issue. Here is my node tree...the shader in this image isn't displaying as intended.
  4. It's happening even with the default sphere. I'll do some testing, but I also tried deleting the default shere in voxel sculpting and creating a new sphere primitive in which case it worked...but I had the same problem with cube and some other primitive shapes. Node setup. No sculpting done. It worked this time...but it's not working every time???? Very strange...I'll see if I can pinpoint the issue. Maybe you can try a few times to see if works consistently.
  5. What brush is that? I wonder if it has anything to do with the way falloff works.
  6. I think the best path towards what you're suggesting to is to create a more robust set of sculpting abilities in the paint room, which seems to be more a straight displacement style sculpting. Of course, I don't know how it all works under the hood, but I think if you paint with displacement... i.e. a black and white pixel information to displace an underlying mesh you could do a lot of cool tricks since you're really just be working into a 2d texture essentially, so blending, masking and smoothing would all work really nicely and you'd have the same level of control as you would if you digitally painting something in Photoshop. Not sure if that makes sense or not, but that's what I suspect zbrush and Mudbox do and I think 3D Coat does the same when you paint on a sculpt object with depth in the paint room...with the only difference being that the brushes there are extremely limited and the seem to just push out on the vertex normals.
  7. One more. This is a timelapse, but it shows some of the other techniques all being used. Then a continuation using curves for the armor One last one showing one of my first forays into 3D Coat 2021
  8. I think this one is pretty helpful too.
  9. I've made a few tutorials over the years and lately a weekly sculpt session for a game I'm working on. Here are a couple of videos. The first breaks down how I build a reusable character body base and the second on how to start with a sculpt, retopo, bake, texture and export. Old video, but really breaks down the foundation of using the program for sculpting. I have a lot more on my channel, but these 3 are pretty solid for understanding the basic character sculpting tools
  10. I agree about the amount of clicks for selecting. But if you change the select mode to a marquee selection in the E panel, it will be have more like what you're suggesting iirc. My main gripe is that select should always be available...we shouldn't have to switch to a dedicated select mode. It slows things down having to always do that. Even setting a hotkey seems like an unnecessary extra click. Perhaps holding the CTRL key or something similar should allow selecting at any time...kind of like how we always have access to the smooth tool while sculpting with the SHIFT key while sculpting.... Also, we will need the ability to snap the pivot point to verts/selections and adjust the transformation orientation for face normals, world space, local space, etc.
  11. Still having that shader issue in RC3. The shader was made in RC2 though, so not sure if that's part of the issue. https://www.dropbox.com/s/c0jwxq8nqsooobk/Action%202021-07-11%203-44-08%20PM.mp4?raw=1
  12. I use 150 - 200% because my monitor is only 24 inches. But, I'm curious, will this be handled in 3D Coat or through the Windows 10 settings? The reason being. If I leave my Windows 10 UI scaling at 100%, it's too small for all my other applications, even if 3D Coat does its own scaling. So this creates an awkward situation when switching applications. Once I scale the UI through the Windows 10 settings it causes problems with brush offset in 3D Coat. But for me this would be preferable because it will make everything I do outside of 3D Coat more workable.
  13. I'm still having some issues with making new shaders where some of the nodes seem to persist even when I change to another shader. For example, I put a 3D voronoi node into a cavity i/o node and then it seemed to carry over to other shaders that I hadn't edited.
  14. Is this is RC2 or RC1? It seems Andrew has addressed some of the shader bugs, but I haven't tested myself yet.
  15. I can confirm this issue. Also, when I make a shader using nodes. Close it and reopen. There are duplicate nodes stacked on top of each other.
  16. Hey Treetop, Yeah, you're correct it would make switching back and forth a bit more complicated. Hotkeys and preferences could help with that though. Also, I'm not sure there should be a distinction between a poly object and a paint object aside from whether or not it's been UVd. Another alternative would be to leave the Voxtree as it is and add in a proper outliner. This would solve the other problem of having a separate dialog for each of Curves, SculptTree and Paint Objects. Right now there are separate menus for Curves, Sculpts, Poly Groups and Paint Objects. An outliner with the ability to filter by type would be a lot easier to manage. Even photoshop has all kinds of different layer types and the Layers panels is more like an outliner in a 3D application. But to your original point, there should definitely be some kind of distinction of poly objects currently. There is a similar issue with curves modifier sculpt objects.
  17. What about a 'P' instead of an S to denote Poly Object, or Polygroup? I'm hoping that eventually we'll have access to poly modeling and quad based scuplting tools/options in the sculpt room in these cases. And yes, as you've said, being able to convert to a S - sculpt or V - sculpt object would be ideal. Albeit with a warning for the destructive process. Have you tried merging visible onto another layer?
  18. Yeah, it should give you sculpt object options. At least, that's what i would prefer
  19. Bug in latest Beta: Render room settings are lost when I move to the sculpting room and back. I haven't tested much, but I have shadows turned on in the sculpt room. Can anyone else confirm? Also, I haven't tested, but has the issue with UI scaling affecting Wacom cursor offset been fixed with 4k monitors in dual monitor setups where each monitor has a different resolution. I think you'll definitely want to fix that issue prior to release.
  20. Yeah, I think this is more powerful because it is non-destructive and remains editable.
  21. From my experience it's usually a key like SHIFT. - I think 10x slower would be a good starting point. (perhaps something that can be changed in options) A bonus would be to hold down CTRL for snapping. CTRL only to snap to regular measurements and CTRL+SHIFT to snap to smaller increments
  22. Slightly OT, but I think it's relevant. I'm wondering how Unreal 5 could change the game for a program like 3D Coat. In particular, not needing to optimize meshes anymore. I understand how it will work for meshes, but what about textures? In particular, will there (or is there) a way to export 3DCoat's vertex painted meshes with full PBR support? And the same question for Vertextures? This could be a seismic shift in the way game assets are made and one that 3D Coat seems well positioned to capitalize on.
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