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wilson66

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Everything posted by wilson66

  1. Strange issue: when selecting a smart material with a tiled texture and filling the object using the rectangle lasso, the texture is applied extremely blurred. When painting using a brush, the texture is applied in the correct high resolution. After painting with the brush, using the ractangle lasso to apply the material works also in the correct resolution. When restarting 3DCoat and re-opening the scene, the same problem occurs again (it does not when closing the scene and re-opening it without closing 3DCoat). Only after painting the selected smart material onto the object using a brush makes the rectangle lasso method work again. Same problem appears with right-clicking the smart material -> Fill whole layer.
  2. above crash happened a 3rd time. Too unstable for me, will revert back to the old version.
  3. I know it's probably very hard to do, but it'd be very, very nice if some kind of subdivision algorithm (e.g. open subdiv) could be implemented (like Mari has in the new version 3). I'm having a very hard time at the moment to get textures from 3DCoat into XSI undistorted. I have a character with a very low resolution jacket that will be converted to a subdivision surface and that has textured seams running along a UV shell edge (meaning that any texture distortions will be very noticable). Because XSI only has linear UVs (no UV smoothing possible) its not easy to work on a subdivided model in 3DCoat and then export a texture from it that will be displayed without distortions on the low resolution object in XSI. If you know what I mean...
  4. Problem with AO baking in paint room (might be user error or intended behavior). Not specific to newest beta. If I hide objects in the surface materials list in paint room and then calculate AO, they don't receive AO information, but still cast shadows onto other objects. This could be wanted behavior, but needs to be adjustable so hidden objects neither receive nor cast shadows/ occlusion.
  5. Definitely doen't work when dragging from the Explorer either. Windows 10 64Bit.
  6. As Andrew said there probably are two overlapping objects in the scene. You UV-mapped one of the objects, the other one doesn't have UVs applied. Either this happened in Blender (you imported the two overlapping objects into 3DCoat), you need to export it again. Or the duplication happened in 3DCoat somehow, you can delete the duplicate in the 'Paint Objects' list.
  7. Is there something wrong with the normal map export presets (Maya/Blender, 3DS Max)? I'm trying to export normal maps from 3DCoat to Substance Painter 1.6, but can't get it to work correctly regardless of which preset I select in the Preferences. I always get seams/ inverted normals in Painter in certain places that are not visible in 3DCoat.
  8. 'Vox extrude' button is just above 'vox layer' in the left side toolbar and directly to the left of the 'vox layer' button in the SPACE bar menu (Beta 16). Don't know what could be going on if its not there in your version.
  9. Since noone replied in the 3D Coat forum I'm posting a feature request here. I'd like to have a move tool that takes edge distance into account. Meaning, a tool like the ZBrush "Move Topological" brush or the "Consider Neighbourhood" feature in XSI. If I e.g. have a character with mouth cavity and a closed mouth, it will be literally impossible (or very cumbersome) to open the characters mouth in 3D Coat. A feature would be nice where not the brush radius, but the edge length distance defines what geometry is deformed by the brush.
  10. You can just scale the object up (press SPACE bar, select the "Pose" tool, set "Transpose Mode" in the tool properties to "Select Object", click the object to select it, and scale it). You can also set the scale directly upon import. Select File -> New. Click the "Voxel Sculpting" button, and then the large folder icon. Browse to the file you want to import and double-click it. In the Tool Options window, activate the "Import w/o Voxelization" checkbox. Click the "Auto Scale" button, then hit "Apply". Or use the transform widget in the viewport to scale the object manually (take a look at the "Estimated Poly Count" display in the Tool Options window to check what the poly count will be after import).
  11. Is there a tool in 3d Coat that takes edge distance into account ('Move Topological' brush in ZBrush)? I have a characters head that has a mouth cavity and closed mouth. How do I open the mouth?
  12. Thanks, I wasn't aware that this is necessary. It works when I hide the voxel model. Strange though that I have never done this before, and some bakes work without those artifacts, others don't. Also, those artifacts appeared when baking AO in combination with normal bake in retopo room (Bake -> Bake with Normal Map). Anyway, thanks again for the hint.
  13. AO baking weirdness: Left: retopologized object, AO baked with Textures -> Calculate Occlusion. Very strange result. Right: the same object, exported with File -> Export Objects & Textures, then re-imported into the paint room, AO baked with Textures -> Calculate Occlusion (same settings). Correct result. I get this unusable AO result on the left side of the screenshot occasionally. What could be going on?
  14. Ich nutze das Tool sehr häufig und habe nie derartige Probleme festgestellt. Kurzer Test in der neuen Beta: konnte ebenfalls keine Probleme feststellen.
  15. AO baking artifacts: When using the 'name correspondence' option in the baking menu, other objects in the scene should be ignored to avoid artifacts. Doesn't work with AO baking though. Above is the bake using name correspondence (clearly visible "shadows" from surrounding objects), below another bake of the same scene without that option but manually hidden surrounding objects. Or is this correct behavior/ only for normal maps?
  16. AO calculation in newest beta often produces extremely splotchy, unusable result: What could be the reason?
  17. Reverted back to nVidia driver 352.84 (Geforce GTX 680) and put the opencl.dll files from the public google folder into the 3DCoat installation folder. Working now, thanks.
  18. When I try to start 3D Coat the new beta (4.5.07) I get a message that the program can't be launched because OpenCL.dll file is missing. 4.5.06 launches without problems. Windows 10 64Bit.
  19. I have modeled a characters face in 3D Coat, retopologized it, and now have a problem I already had in previous versions of 3D Coat: the brush in Retopo Room (and other retopo tools also) reacts to objects that are - although hidden! - in front of the object I actually want to edit. Meaning: I'm looking at the head of the character from behind, I need to edit polygons that are on the back side of an object on the characters face, but because the head is actually in between in front of that object, the brush snaps to the backside of the head, although both high-res and retopo-objects are hidden in both the VoxTree and the Retopo Objects lists. Deleting polygons works, but the 'Rotate around Last Draw Point' also 'snaps' to the back of the head instead of the polygons I actually click on, making navigation difficult. This is very, very annoying and makes it necessary to export the high-res and retopo objecst to another app, do the edits there, and then import the retopo mesh back into 3D Coat. It would be very nice if this could be fixed in a future version of 3D Coat. The retopo tools should, obviously, not react to hidden geometry. It makes certain edits to the retopo mesh impossible.
  20. Thank you. Second video: at the beginning of the video shader settings are accessed, and there are loads and loads of options that can be adjusted, like 'fog start' and 'fog end'. How do I access those settings? All I get when I open the shader settings is something like this:
  21. Is there an equivalent to the ZBrush GrabDoc functionality in 3DCoat? Meaning: can I create a geometry object, then capture an alpha/ depth gradient from it that I can use as a brush? How do I do it?
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