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gbball

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Everything posted by gbball

  1. @Rygaard The brush alphas worked for me, but I used png, not tiff. Also, I encountered a bug where the brush effects I tried to add to the CTRL modifier were all applied to the regular brush function.
  2. I haven't tried with an alpha yet, but did you try with turning on the different falloffs? I'll check too to see if I get similar results.
  3. Whoa, this universal brush engine looks pretty cool! Only just starting testing it, but I can see a lot of potential for some very powerful new brushes. The alpha generator is pretty awesome too. I don't know if I've ever seen anything like this before. Will it be possible to add in new effect types? Is that something you could expose through scripting? That way people could add gravity effects, fracture effects and the like...Also, for the rotate effect, it would be nice to define the axis(x,y,z,custom) and position (xyz position relative to the centre of the brush) of the rotation effect
  4. It's because the pbr shaders have a bumpiness value that is too high. It sometimes gets amplified when you bake it onto your retopo mesh.
  5. Sounds great, just for clarity will we be able to work step up and down through subdivision levels on retopo objects? This would be great!
  6. @JanCZ, you might try using pngs instead of jpgs for the alpha textures. I'm not sure if it will make a difference, but worth a try. A jpg alpha map should work in theory if it's just a black and white image though.
  7. I work with GLTF also, which program are you exporting from? Blender? You might also try Marmoset toolbag. I've had trouble with transparencies exporting from Blender before, but was a friend was able to fix it by opening up the glTF file in Visual Studio Code and adjusting some of the settings. Not sure exactly what he did though. @Andrew Shpagin, it would be great to have direct glTF export from 3DCoat, ideally import too.
  8. I see. That is strange. Definitely sounds like a bug. I wonder if something is causing 3D Coat to read your keypresses as double taps, because that would also explain what's happening.
  9. @Dmitry Bedrik Are you holding down on the buttons while you use them? Or are you just tapping it?
  10. Nice, Thanks for sharing! Cool to see that a company like Schleich uses 3D Coat.
  11. It was my mistake, I was thinking decimate, not tesselate! @Carlosan I agree, that exporting tesselated mesh from per-pixel painting would be great.
  12. From sculpt room? There are at least 3 options that I can think of off the top of my head. 1. Retopo via decimation (This is best if you want to include textures) It's one of the right mouse click options 2. Decimate the mesh before exporting selected object 3. Export selected object and choose and it will give you an option to reduce the polycount on export. This is done via decimation.
  13. Nice work! How do you like Akeytsu? I have yet to try it, but it looks interesting for real-time animation. Is it limited at all? How does it handle more advanced rigging like spline ik, blendshapes, constraints, etc.
  14. Yeah, Blender does already do this and it's free. It will also export to GLTF by default and babylon with a plugin. So for that reason it's not critical. But I would really love to have post-processing in the 3D-coat render room. A simple babylon html export from 3D-coat that you can open in browser would help in that regard though since it already has post-processing setup.
  15. Hi @haikalle, It's not exactly an applink, but it would be great if we could export to .babylon format and/or gltf/glb. Also, I'm curious @Andrew Shpagin what would be the possibility of integrating Babylon's render engine into the render room? https://www.babylonjs-playground.com/#EYEPRI#3 (this one takes a little while to load, but worth the wait) https://www.babylonjs-playground.com/#Y3C0HQ#146 Babylon.js is an opensource game engine for the web and it features a web-based render engine that rivals Sketchfab and Marmoset. Maybe an export to a local web directory that you can preview in browser.
  16. Ok, thanks. I got it working in Surface mode, but not Voxel mode. It's pretty cool though.
  17. @Rygaard, Nice video. I see now the benefits that would be possible. It would be great. It would definitely be more of an undertaking for the dev team than what I was thinking, but definitely the most flexible option possible. It would be great if possible.
  18. @Rygaard If you read the mantis report it actually says the tweak room functionality is being moved to the sculpt room. I'm crossing my fingers that this means we're going to get something more along the lines of what we've been hoping for. Quad/n-gon based meshes in the sculpt room with UV information and texture information retained...with access to some of the sculpt tools. And then if we're really lucky...non-destructive subdivision levels. Edit: This is the response shown in mantis Hello. Tweak room will be closed soon. All functionality will move to the Sculpt room.
  19. I think whatever changes are made should be benefitial to an end to end workflow. A strong start to finish workflow should always be considered, while also being flexible enough to jump back and forth between modes/rooms to edit and make changes as needed. Non-destructive workflows and maximum flexibility. Changes to one room need to be considered in relation to the whole. So, for example...how to changes to retopo benefit an end to end workflow? The program will become too fragmented if things are developed too much in isolation.
  20. Yeah, It sounds like you're encountering some kind of bug. Just tried it on my end and it works properly. I'm on Windows 10, using 4.8.38_SL DX It should work how you tried it. The new layer should default to the same symmetry as what you were just using, and you should also be able to change it per layer after the fact if you want.
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