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JoseConseco

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Everything posted by JoseConseco

  1. Michaelgdrs, I had simiar problem. I had old Smart Materials in folder 'OldMat'. I moved skin smart material from 'OldMat' folder to newly created 'Skin' folder. Now there are two duplicates of skin materials: one in 'Skin' folder - as expected, but second copy is in 'Wood' folder - and all default wood materials are gone! So while moving SmartMaterial from old folder to 'skin' folder, 3dc erased wood materiasl ! and put copies of skin materials into it! Not good. I better backup my material library.
  2. Cool. I didn't know that. So, in theory, I could recreate 3dcoat SmartMaterial setup, in SP? Good to know, that there is no need to dig into SD to crate material presets.
  3. digman - I understand the difference. But lets say you need brick material, with some dirt, worn edges effect. In 3dc coat you can make smart material form texture, save it and use it from now on forward. But how about substance painter? Can you make 'smart material' in SP? Or you have to go through SD nodes to make substance, and then import into SP? Bitmap2Material seems like nice tool, but, If I understand correctly, it creates just one layer material - no effects like cavity masking, ao masking etc. So it seems workflow in substance suite would be: - bitmat2mat - create base material - single layer -from texture - go to to SD, to add effects like dirt, edge wear -> create substance - import substance to SP and use it from now on. Or maybe there is ability, in SP, to create presets of material, like 3dc SmartMaterial? Anyway substance way seems more complicated, possibly more flexible, but not that much of a visual difference compared to 3dc SmartMaterials IMO. And your metal test is nice example of that. No need to go into SD nodes then. Btw. Maybe you heard about Awesome Bump - nice free alternative to B2M.
  4. I agree with Silicon Power. I will probably finish my job, that could use some materials, before those substances are finished... Maybe give beta access ?
  5. How about creating materials? In substance you would have to learn all the node thing, and then creating some substance is probably day of work, right? And in 3d coat you could just use photo as a base. In 15-30 minutes I could have made new material from scratch. And procedural substances tend to have the 'procedural look'. It is hard to beat the photo base - it is quicker and gives ofter better results. Or is there something I'm missing?
  6. It seems painting with stroke type 'single polygon' crashes 3d coat everytime on medium to big polygon size. Try eg, uv paint on demo head, on some larger polygons. Works on in 3dc x.19, but x.20 crashes edit: actyaly 3dc x.19 has problem too - single polygon, line and posibly other strokes with paintbrush are ignoring smart material condition masks. When I paint with ordinary stroke type, material looks ok, but when using eg. line stroke - material looks nothing like before. Also from time to time earser just stops working on uv model. Restart helps for some time, untill it breaks again.
  7. 3dc 20beta seems to have more fluid smart material preview, which is great. I laggs way less now while rendering preview. Andrew could you fix importing exteranal AO bug - http://3d-coat.com/forum/index.php?showtopic=18469? Also I miss feature - to right click on paint layer and set it to ao, curvature mask. Right now it is impossible to switch AO/curvature masks 2d layers.
  8. Speed boost is there Edit. I compared to previous version, and I'm not so sure anymore... but seems bit faster.
  9. Digman, feel free to add +1 to this half year old bug report. I gave up on reporting bugs on mantis, for some time now, because they are not getting fixed. And I value my time too much to post bugs, that are being ignored. http://3d-coat.com/mantis/view.php?id=1762 I would say, this numerical precision problem.
  10. PSS is my fauvorite painting app right now. I has better brush engine than ClipSStudioPaint (very similar in a way, but PSS has more options) or Kritas smudge brushes. Developer is working now on easier brush management, sharing etc.
  11. I thinkg it is problem of smoothing groups. Zbrush displays everything in flat shading, 3dc uses smooth shading. Geometry is not changed.
  12. Michaelgdrs, I would be interested in more smart materials. I have just wish: - separate dirt from base materials - because it tends to look fake, when one part eg. wood has different kind of dirt, than neighbor plastic part. To unify look of asset it is best to first paint it with base material, then put one kind of dirt on top of everything. So big library of dirt would be great (leaking, dust, sand, moss, stains, scratches, oil, rust, broken concrete decal like, splatters). Some of those could be applied on whole asset, some just on parts of it (eg. rust just on metal parts)
  13. And solved againg. Just merge 2 layers created on import into one. Now they work as ao mask. I wonder what bug pops next.
  14. I imported ao, but 3d coat created 2 leayers instead one. One is named ao, second in named from image name (wc_ao.png). So problem is smart materials to not see that AO is wc_ao.png . Is there a way to tell 3d coat that layer wc_ao.png should be used as AO condition mask?
  15. Damm, I solved it by separating broken part into separate object. Now normal map is displayed correct. But I wasted like 1,5 hour, not good. I mean I worked 3 days in blender and zbrush, no problem. Then just go to 3d coat, and bug pops right at you just at begining.
  16. Texture is ok, mesh is ok. But 3dc has display bug. I can't work this way. I tried opengl version, dx version, even deleting my documents nothong works. Please help.
  17. I wish Raul performed his tests on something more complex than spheres. 2-4 milion tris mesh is better stress test imo.
  18. +1 to block automatic opening of smart material preview.
  19. Ok, I think I found solution: http://3d-coat.com/forum/index.php?showtopic=15270#entry101039
  20. Hi in paint room I have eyes paint object on 'headUV' set. Now when I import new eyes object, it is creating new texture with new same uv set name. So I end with up with two textures 'headUV', old texture and new on - with fresh imported eyes, is empty gray texture. Is there a way to append new eyes paint object to existing 'headUv' texture ??
  21. I wasn't event sculpting but I was painting lowpoly mesh in paint room, and this was temporary, hipoly, hair model, but still wtf. It just broke for no apparent reason. And undo would no fix this. fuuc..k
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