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JoseConseco

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Everything posted by JoseConseco

  1. 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 ??
  2. 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
  3. It seems, I moved/rotated mesh in 3d coat, so now when I import to zbrush it is not aligned. Is there way to reset rotation in 3d coat? I know offset is stored in transform tool, and I can zero it. But there is no rotation values.
  4. Sometimes I loose pressure in krita or Clip Studio Paint, then I alt+tab, to another software that is using pressure detection, then I paint a bit, and go back to 'broken' software. Usually it helps... So eg. if krita looses pressure, I alt tab to CSP, paint therea dab, and after going back to krita, it works.
  5. I tested that some in past, and it just make everything transparent, even specular is erased, so it doesn't look like glass for me. Unless you know how to make layer transparent and preserve specular reflections?
  6. Thaks ajz3d it works great! Except now new layer depth overrides depth of layer below, so I loose all bump detail from below. But I can workaround it decreasing whole layer opacity.
  7. Ok. Thanks. Too bad it won't work in smart material editor
  8. I know I can do that on paint layers, but I'm talking about layers inside smart materials.
  9. I want create new layer in smart material editor, but with transparent color - I want to use depth, spec only for texturing. Is it possible to disable color influence for layer?
  10. JoseConseco

    Camera

    From the album: Randomnes

    I was teaching person from my family how to model, texture and bake models. Here is result of our time spent together
  11. JoseConseco

    Camera

    From the album: Randomnes

    I was teaching person from my family how to model, texture and bake models. Here is result of our time spent together
  12. JoseConseco

    porte 1 Rendu 3

    Nice. Looks bit like watercolor
  13. Ah, I see Panel Loops are extension of polygroups/polygon tagging. But right now we don't event have polygroups, and those can be usefull for hardsurface stuff, even without Panel Loops. Polygroups + relaxing is great combination.
  14. Polygroup/face groups. It is basically about tagging faces on mesh. It would allow easy masking previously marked polygons, or areas on which we performed specific actions and we want refine those areas only. Example: https://youtu.be/wuBKYiCYJMU One important feature that makes playgroups powerful are polishing/relaxing algorithms. Eg. in link below look for star example and PolishGP function. We can go from star with jagged edges, to clean edge with polishing. 3dcoat has http://docs.pixologic.com/reference-guide/tool/polymesh/polygroups/ Or see this - very useful for hardsurface: http://docs.pixologic.com/user-guide/3d-modeling/hard-surface/polish-features/
  15. Wery nice stuff from autodesk: https://youtu.be/kdSx4a0tDQw?t=465
  16. I do not use Pie menus too much, because I see one problem with them. Lets say you are used to pie menu, and you know that on right side you have option X, and on top option Y. Now what happens when you add new element to pie menu? X and Y entries are changing position, so you have to learn again, where they are located in relation to center. So you will waste time searching for them and remembering new position. With normal menu, new entry would just move old operators +/-1 up or down so it is not as bad, imo
  17. Hotkeys that are assigned per room, and not globally. Eg. -I want to use 'd' hotkey in sculpt room for 'standard brush', but in paintroom I would use it for 'paint tool' -ctrl+n in sculpt room creates new voxel layer, but in paint room it could create new paint layer, - 'E' - eraser in paint room, but same 'E' could be used for crease brush o something. Maybe even those hotkeys could be split for surface sculpting and voxel sculpting. Eg 'f' for fill brush in voxel mode, would use different brush preset, than 'fill brush' in surface mode. The way it works now, when I'm in voxel mode, and press 'F', 3dcoat is asking me, do I want to go to surface mode.
  18. Gpu AO is not working for me now, but worked in previous release... Anyway render result from hemisphere AO bake is not normalized correctly: Sphere AO bake ao looks ok, but hemisphere and hemi+sphere are to dark. I used standard blend mode for AO layers.
  19. On plane works finally, this is great for hardsurface stufff! Rendering with gpu, worked previously ok for me, but this build displays error: I tried new driver, reboot, and deleting 3d coat files in my documents. And I can't use open gpu for AO.. I have win7, 64 bit, GTX 660
  20. You could try 'quick pose' tool. Masking with this tool works in surface mode, but it lags on heavy meshes. You should just mark top lip, press expand few times, and then apply. Edit. I just realized you can mask it with 'quick pose', and then move the lip with any other brush
  21. I have to admit, previous release of 3d coat was stable, not much bugs (or maybe I wasn't using it so much). Now 4.5, it is more buggy, and I feel your pain. Every time I try to do something more complex I'm scaried that my sculpt will be corrupted and I save it in this corrupted way with no possibility to undo next time... But then undo is buggy by itself...
  22. Is it allowed to use single license at work, and then at home?
  23. Your image doesn't exist... And yep, 3dc is bit buggy, but it has some great tools. It is more exiting this way, when you do not know if your model will be corrupted by broken undo, or bug, :P
  24. This is very old bug. Give +1 here maybe Andrew will fix it.
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