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Posts posted by JoseConseco
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Ok. Thanks. Too bad it won't work in smart material editor
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I know I can do that on paint layers, but I'm talking about layers inside smart materials.
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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?
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+1 to above. I is very scary to work on commercial work this way.
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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.
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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:
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/
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Wery nice stuff from autodesk:
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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
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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.
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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.
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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
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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
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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...
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Is it allowed to use single license at work, and then at home?
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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
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This is very old bug. Give +1 here maybe Andrew will fix it.
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Great! I was waiting for this for long time. It should be great for sculpting on lowpoly, or hardsurface stuff. Too bad it was not included in 3dc 4.5
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3d coat is the easiest software to texture 3d objects on the market now. Good job
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Great release. Painting textures is so easy now.
But this bug http://3d-coat.com/mantis/view.php?id=1711 seems to be still present. Can someone confirm - that using condition mask from top bar - 'mask by flat', 'mask by curved' works in preview, but not while painting?
BTW.
I will be giving some lesson to coworkers how to paint in 3dc, and soon ours company will buy few copies for sure.
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I think the way 'relief mode' is implemented now in paint room ( '1'- hotkey) could be improved. Right now, the way it works, 3dc is changing lightning from pbr to 'old' point light style. But imo, it should stay lit by pbr environment texture. It would be more consistent with 'smooth shade' vieport display mode
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Hopefully before 25 may - release date of 3dc 4.5. Unless it won't be reported.
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Thanks for the fixing those, and 'save as' for material editor! I will test it today.
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Thanks for updates farsthary. I wonder what happened to this feature from your blog post http://farsthary.com/2014/05/06/simplicity-is-the-key/.
I was really excited to try new simple triangulation algorithm because of this image you posted. But there is no option for division type in LC brushes yet. Topology for simple division seems way cleaner than old method, and from what I understand it is also faster because algorithm is simpler.
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Andrew - are there any chances you could look into those two bugs:
http://3d-coat.com/mantis/view.php?id=1809 - it is imposible to set plane for LC general brush -> 'on plane' option.
http://3d-coat.com/mantis/view.php?id=1714 - sampler too is buggy.
Also two features I wish were added for managing pbr materials;
- I wish I could copy settings of one pbr material layer to another. I would allow eg. to copy dirt layer from one material to another in easy way - https://trello.com/c/yTCrAMKL
- often when I tweak material settings, eg rusty metal, I change it so so much that I wish to save it as another preset. But right now I can only override current material, this destroys my basic preset. And if I cancel, then I'm loosing my settings, and I would have to recreate my new rusty metal, from scratch. So I wish there would be option to save / save as/ cancel in pbr material editor.
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Smart material layer with transparent color?
in General 3DCoat
Posted
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.