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wilson66

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Everything posted by wilson66

  1. 4.5 Beta11: Selecting "UV Mapping" as the preferred Mapping Method in the PBR Material Editor does not seem to have any effect. It looks correctly in the preview window, but when a paint layer is filled using that material the Textures will be applied using the Cube Mapping Method instead.
  2. That was easier than expected, could have found that out myself. Thank you!
  3. When using the new PBR materials in the paint room for the first time after importing objects, an automatic curvature map is generated which is then used for the "more on concave", "more on top" settings ect. Sometimes I have to import additional objects though that were not used in the initial baking process (File -> Import Object). When I import those objects into the paint room, the curvature map is not generated for those objects, meaning the "more in concave" settings in the PBR Material Editor have no effect on those new objects. What would be the best/ correct workflow so the curvature map is re-generated for those imported objects?
  4. It's not possible to hide mask layers (anymore?). Create a paint layer in the paint room, create a second one (mask layer). Make the second layer mask the first one. Paint on the mask layer. It works, but when you hide the mask layer using the eye icon, the mask remains active in the viewport.
  5. I'm having a strange, recurring problem importing retopo meshes. I'm creating these low res retopo meshes outside 3D-Coat and importing them into the Retopo Room. Its taking only a couple of seconds most of the time to import them with snapping to reference mesh activated. From time to time though, this process takes minutes without any obvious reason. I'm talking about several minutes to import one lowres mesh (1000-4000 polygons), I've killed 3D-Coat with ALT+F4 numerous times because nothing seemed to be happening at all even after 5+ minutes. Importing the same mesh without snapping to reference mesh activated imports the mesh almost instantly. I checked the meshes in an external 3D program, there are no problems detected. Floating vertices ect will crash 3D-Coat anyways, so this is not the problem here. What could be going on?
  6. I have noticed this also. Gloss/ metalness intensity is directly linked to the Opacity value. Can't be correct. Right?
  7. You are right, that was it. A solution simpler than I expected. Thanks for the hint!
  8. I have a small problem concerning the move tool brush widget, meaning the yellow circle indicating the brush size and the curve inside it for the brush intensity/ smoothing degree. The curve inside the circle is upside down when the mouse/ pen button is not clicked down: Its not a big thing obviously, but kind of distracting, and I'd like to have the old behavior with the curve oriented like on the right picture all the time. Any ideas whats going on and how to fix this?
  9. Can't wait to try this myself! Really, really impressive. By the way, haven't used Mari in a long time (used it for texturing exclusively), 3D Coat does the job for me just fine. Started ZBrush a couple of times for ZRemesher and auto UVing, but doing all modeling and manual retopology in 3DCoat now. Thanks Andrew for your great program!
  10. Wasn't that posted over 3 weeks ago? Implementation seems to be more difficult than Andrew anticipated.
  11. When baking with normal map, I get very strange occlusion artifacts. Screenshot: I have absolutely no idea where the light gray parts of the texture are coming from. They should be the same dark gray color as everything else. It is a single object, with no other objects exisiting in those areas that could block the occlusion rays. What could be the reason for this? I'm lost.
  12. Can I load a (tiled) displacement map into 3D Coat and use that to displace the mesh in sculpt room? Probably not, right, since there is no UV information on the surface/ voxel object. Might need to do this in another application, e.g. ZBrush.
  13. I have to model a thick, woolen scarf worn by a character that will be visible pretty close up (for a very large poster) and create convincing texture for it. Like this: (just some random image pulled from google image search, doesn't have to look exactly like this) How would you do something like this in 3DCoat, if I don't want to sculpt each and every single thread by hand? The scarf is already in place, meaning its already wrapped arount the characters neck, with knot and everything. Any hint would be greatly appreciated.
  14. When using the paint brush in combination with 'vertex lasso' stroke mode, and you double-click (to close/ apply the stroke) while the starting point of the lasso is outside the visible screen area, 3D Coat will crash.
  15. THIS. The edits in the tweak room should not alter the geometry, but create (multiple) morph targets instead.
  16. Yeah, no lags in surface mode, but in voxel mode the move tool still lags. Apart from that: great, great work Andrew. Thank you! That smooooth sculpting... What does 'Apply overrides Enter' mean exactly?
  17. Another matter: blending mode for paint layers contained in a layer folder can only be changed for the entire folder, not for the layers in that folder individually. Is this intentionally? In my opinion, a 'pass through' option (as in Photoshop) for the layer folder is missing. Andrew is probably working on this already (Photoshop style masking), but it'd be nice if a layer mask could be painted in black (pixels of masked layer hidden) and white (pixels shown) instead of constantly having to switch between paintbrush and eraser (and having to define a separate brush for them).
  18. Yes, I am. I moved the vertices as close to the symmetry plane as possible (using the brush tool). Then I clicked the 'Symmetry' button. I tested again and noticed that some vertices were crossing the symmetry line (which shouldn't be possible probably when virtual symmetry is active?). When clicking the 'Symmetry' button the additional polygons near the symmetry plane are created. Thanks for the hint guys. What do I do when virtual symmetry is inactive (standard symmetry active) and I want the vertices on the symmetry plane to be welded? I can pull them across the symmetry plane, but they do not weld automatically.
  19. It might be user error, but for me this still does not work correctly. 3DCoat always produces additional, unwanted vertices/ faces on the symmetry plane. What I'm talking about is this:
  20. You do not need to do that, it would be very tedious if you have many separate elements. What you can do is put all separate objects in a single OBJ file (make sure they are exported accordingly, and not merged into a single object upon export. You might need to set this option in the exporting application), and lay out the UVs in separate UV tiles (e.g. one tile per object, but this is not a necessity). Import the OBJ file into 3D Coat with the 'Import Tiles as UV Sets' option activated. -> https://www.youtube.com/watch?v=Fv4UsDbtiPg
  21. I will test again, thanks. And the old object is hidden in the paint room of course, the grey areas are not the second object poking through, but actually pixels baked into the texture. EDIT: Everything works OK now. I adjusted the scan settings to high values (inside/ outside object 10 / 10), and the artifacts have disappeared. I'm very pleased how all this works out! Thanks again for your help.
  22. Das ist auf jeden Fall ein Feature das ich auch schon in 3D Coat vermisst habe.
  23. As said, it is a very irregular shape, and it has a lot of surface noise that will confuse the autopo algorithm. That said, in the tests I have done the 3D Coat autopo algorithm does not produce usable results easily, even with simpler shapes. The autopo feature in ZBrush is far superior, it recognizes creases and guesses the optimal edge flow ect with far better accuracy, even without creating guide lines at all. You might want to try an use that if you have access to it.
  24. Thanks carlosan, that worked. I always seem to get these kind of grey, square artifacts in the baked color map though: You would think that this is due to too low baking scan settings. I am able to reduce them by increasing the 'Scan Depth outside the Object' setting in the baking menu, but although there is more than enough room between the object and the outer shell (no interpenetration happening), I am unable to eliminate those artifacts completely. Adjusting the 'Snapping Method' in the baking menu ('snap to closest along normal' or 'snap to outer surface') makes no visible difference. Any hints?
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