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Tarby

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  1. Genesis3 uses UDIM tiling. There's an option in your Daz obj export dialogue to collapse the UVs, which is an alternative to Carlosan's suggestion. It would also give you a collapsed set of UVs to import into Genesis within Daz Studio, provided you export the base mesh without SubDiv (which you probably already know).
  2. Beta 4.7.10 - imported normal maps are a mess. The only way to limit them is to manually erase them with a brush which takes forever. Using freeze to erase areas of the normalmap layer corrupts their edges with blocky nonsense, and there may as well be no option to mask them using another layer as it has no effect at all. Could you please at least address that last as a workaround for now? Cheers. Win7 64 (Thanks to Carlosan)
  3. I can't even reply to any comment elsewhere. No comment field or reply buttons, so I had to start a new topic. Very frustrating. Anyway: Beta 4.7.10 - imported normal maps are a mess. The only way to limit them is to manually erase them with a brush which takes forever. Using freeze to erase areas of the normalmap layer corrupts their edges with blocky nonsense, and there may as well be no option to mask them using another layer as it has no effect at all. Could you please at least address that last as a workaround for now? Cheers. Win7 64
  4. Might be best to view it in the Render Room and reduce the environment brightness to check it (not overall exposure).
  5. I think non-additive/absolute bumpmapping for layers has been requested numerous times.
  6. See if the architectural/advanced shaders work. They have a metalness slot in Softimage2012, anyway, but it's not straightforward to get it to work properly without delving around Google for clues (I can recreate PBR texturing in SI2012 Mental Ray so I'd have thought Maya2014 should have similar capability).
  7. Perfect, thanks. Does exactly what I was looking for. Sorry for what seemed like a noob question.
  8. Sculpt Room: I'm Drawing and Extruding onto both surfaces and voxels using completely circular brushes, and the results are oval/stretched. The brushes are being drawn onto smooth surfaces, one of which has little if any curvature on the area I'm drawing on (although there is a rise close by), while the other has a bit of convex curvature and is fairly close to an edge. Or is there any way to tell a brush to sample the normals over a tighter/smaller area? Win7 64 4.5.39
  9. @ TimmyZDesign: All settings were zero. Thanks for the tip on the Brush view settings. @ Gary Dave: Thanks, I'll try a new project.
  10. I'm just using the base primitives that ship with 3DC. I'll try uninstalling and reinstalling. Edit: Okay, it looks like the primitive is centred but I wasn't flattening the brush depth. However, the placement seems odd, where the model doesn't apply at a tangent to the surface, or you have to be very picky about where you position the camera (and I mean very picky). I'm sure it used to be much easier than this, but I may be wrong. The transparent Alpha cursor is massive, though. Is it even necessary to have that visible while applying models?
  11. I'm still getting a very frustrating situation where I try to add a model 'On Brush' and it's offset from the centre of the brush. The semi-transparent brush cursor is also huge compared to the primitive model and makes the whole process laggier than it needs to be. It makes accurately adding models to surfaces useless without spending an age tweaking the offset. The Pose tool is also broken and all I can get it to draw is a tiny square regardless of which method (Line, Ring, etc) I choose. Anyone else having these issues? Win7 64 3DC 4.5.39
  12. Have you tried swapping from Connective Picking to Volume Based?
  13. Thanks. Will it remain a permanently unchecked option or do we need to go through the process on every start?
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