Jump to content
3DCoat Forums

thinkinmonkey

Advanced Member
  • Posts

    143
  • Joined

  • Last visited

Posts posted by thinkinmonkey

  1. Hi Carlosan,

    well, yes and no.

    I'd like an option to turn off the edge padding as 3DCoat actually does and having something more similar to Blender, if it's possible ! :)

    Maybe this feature of 3DCoat is useful for someone, but I'd like not having color spills when I think is not good looking.

     

    When I paint in Blender, the solution it makes for edge padding is using the colors I paint near the islands borders, it doesn't work as 3DCoat does, ie taking pixels from opposite borders or from opposite islands borders. Is it clear?

    If I paint brown on my shoes, Blender extend the brown over unwrapped shoes borders for a number of pixels I can set, but it doesn't paint brown over the pants or any other geometry that is connected to the shoes. I thank Andrew for this feature, but the purpose of 3d painting is also fixing the seams just painting over it, having the program fixing for me it's useful, but not for all cases, like mine, for example.

     

    I saw 3DCoat create edge padding when exporting, I have to test it better, but it should have the same options as "realtime edge padding": edge padding considering other islands/same islands (as 3DCoat greatly does now), edge padding of painted color (as Blender does, or, if you get it, it would expand the islands borders as they were oil stains), no edge padding at all.

     

    Anyway, because no one answered me, I'm asking it again: is it possible to paint in Texture Editor outside/between islands? Because it seems to me I can paint only where islands are, instead in Blender it's possible and I corrected some wrong edge padding :)

    Tell me what you think

     

    P.S. I could make a video if you like

  2. PolyHertz,

    thank you very much for clarification!

    I cannot understand why they didn't solve this, the submission data of the bug is 9th October 2012!!!

    I mean, is it only me having this problem? I choose 3DCoat because it's very powerful for painting, even if Blender is getting new tools for that, 3DCoat is lightyears ahead, but I cannot understand why the typical situation I face with lowpoly game assets, i.e. edge padding/bleeding, cannot be resolved in 3DCoat and I have to use another program to do that, meaning more wasting time!

    How can I make my customer voice heard?

  3. Hello,

    I'm hurry, so sorry if I'm bothering you with these newbie questions.

     

    I'm using 3DCoat to paint textures on low poly mesh as you can see from the picture.

    I started my painting with Blender, then I had some projection problem so I switched to 3DCoat.

    BUT!

    What I want to know is:

    a. why cannot I paint over the UV Island in the Texture Editor? Because I find very useful to work the area around the island in order to prevent bleeding effect, or simply I put some colors in no important part of images in order to have a palette (ok, I know I can create a layer in 3DCoat for that, but I'd like to have that colors in image too)

    b. Blender has an option to do edge padding during paiting: has 3DCoat something similar?

    c. after importing the obj mesh and the initial texture, I noticed there was a bleeding between all islands: does 3DCoat automatically create edge padding while importing? In fact I'm correcting with less success the bleeding of blue pants over shoes and the brown color of shoes over blue pants. And that brought me to point a.

    d. I just noticed 3DCoat make an edge padding in automatic between islands: how can I disable it?

     

    Thank you very much for any suggestion.

    Michele

    post-3325-0-62337400-1403092137_thumb.jp

  4. I was about to post something similar about the split issue - this is really needed to speed up things - could have saved me at least saved me two hours of work on my current project.

    For me it's the same, so I hope it will be developed one day! :)

    I agree, there are a number of modeling tools that have been asked for, and to include a transform gizmo. But like any other software, we just have to take number and get in line. Andrew is up to his chin working with Raul on the new dynamic subdivision and bug fixing. I think it's going to be a little while before some of the smaller scale requests get any attention...However, once you have a good grasp of the tools, you'll be surprised how fast you can get a retopo job done. This is how I might approach it...

    Thanks for sharing your workflow, I've used something similar, but I've developed in different manner the base mesh. Anyway, I could imagine Andrew is busy and he develops all the time, I see new versions coming out often, so I'am happy about that and I hope a new split tool is in his future plan!

    Could you tell me more about that dynamic subdivision? Thanks.

  5. Hi all,

    I'm using intensely 3DCoat since some days to make a retopo of a stone floor and, because the nature of its modularity (I'm speaking about the floor not 3DCoat :)), I'd like to have a copy/paste polygons or a duplicate polygons feature so I can speed up things where they are very similar.

    post-3325-12967518441081_thumb.jpg

    Maybe the duplicated polygons can be dragged over the surface, rotated and scaled in a similar manner like working with voxels and only where you're happy, you press ENTER and polygons will be copied there, but still you have the duplicated polygons waiting for another operation.

    In Maya the split polygon tool splits all edges crossed by the line, instead the 3DCoat Split you have to split every edge until you reach the desired destination: I'd like to have a split tool with the same behaviour.

    I have to ask excuse if they exists, I'm using 3DCoat from a little time, I'm a newbie, but let me know what you think.

    Thanks

    P.S. Sorry for the missing "s" in "feature"

  6. Hi thinkinmonkey and welcome!

    I just love that flying thing in your reel. Very creative stuff. And it's nice to hear that more houdini users are using 3d-coat too.

    I'm excited to see more those bugs :)

    Hi haikalle,

    thanks! :)

    I hope to use as soon as possible 3DC to explore new way of sculpting thanks to its voxel feature: I'm reading the quickstart guide and it seems powerful and I'm still reading the painting chapters! :D

    3DC is too cool!!!

    For Houdini, I have to tell you I'm moving first steps, my wish is to use it to animate bugs and mosters...

    Anyway, this is a project I'm working on when I'm free: http://forums.odforce.net/index.php?/topic/10628-container-project/

    Have a nice day with 3DC!

  7. Hi all,

    just bought 3DCoat this morning, I'm happy to use this intriguing application, hoping to learn fast as I can its voxel philosophy.

    Actually I'm freelancer with various past experiences from websites to desktop publishing to architectural visualization.

    I've used a bit of every 3d application because clients had them, but now I'm using Blender, Gimp, ZBrush, Inkscape, Houdini (for working purpose) and now 3DCoat! :)

    Here's my first sculpting portfolio made in Blender:

    (sorry no music... :/)

    I hope to have all the needed support from the community for my first steps with 3DCoat.

    Thanks again and now going back to 3DCoat!

    Michael

    • Like 1
×
×
  • Create New...