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wilson66

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Everything posted by wilson66

  1. +1 This is, of course, an absolute basic necessity, and one of the reasons I mostly stick to ZBrush for sculpting.
  2. You should always use the app that does the best job for a certain task. Whats important (to me at least) is to achieve the best result possible, not to use as few apps as possible (even if that involves a couple of extra steps). I'd be great if you could use just one app for everything, but that won't happen because all developers focus on different areas of the workflow, and thus the apps have their strengths and weaknesses in different areas. Dedicating development resources on the 3DCoat rendering engine for example will produce a better rendering engine, but it will be inferior to other already established apps, simply because the other developers have dedicated resources on that area exclusively for years. I own both 3DCoat and ZBrush, and use both. I do sculpting in ZBrush, but for certain tasks 3DCoat is better/ faster (voxels). I do texture baking in Marmoset Toolbag or Knald, Retopology in Modo, painting mostly in Substance Painter, somethimes in 3DCoat. I could do all those things in 3DCoat, but I'd miss out on a lot of great features in the other apps that produce superior results in the end. Its often better to use specialized apps that can do a single task best, than to try and do everything in one single app. That might work for hobbyists, but not for professionals that need to produce models of the highest possible quality.
  3. You should not focus on stuff that other, already established apps will be able to do better anyway, and that most people in the industry already own. I for one will always do previews and presentations in Marmoset Toolbag, period. Focus on what the app does best, and what other apps can't do. Rendering should imo be of very low priority.
  4. Only left side of image overlay (red circle) was distorted actively. The right side (green circle) is distorted automatically at the same time, but should, of course, remain untouched. I guess that this is due to the fact that the distort tool treats the image overlay as tiled, thus mirroring the distortion over to the other side.
  5. The 'Distort Image' functionality should respect image tiling. Right now, with tiling off, it influences the overlay image as if it were tiled (unwanted distortions happening especially when editing the border of the overlay image), rendering it almost useless in some situations.
  6. Weird behavior with smart materials. When I apply it using 'From Camera' projection, and have symmetry activated, the sym copy of the diffuse color channel is inverted (see screenshot: I painted the orange color, the color on the other side of the model is applied in blue tint). Or is this some setting I have accidently adjusted? Edit: Is bugged. After some time (not initially in most cases) the color tint is also applied on the very same side of the model I paint on, without symmetry activated. When I paint through the image overlay, the color is applied with a very noticable blue color tint using the paint brush (though not as strong as in the screenshot above), while the color is applied correctly using the rectangle lasso. In both cases, sometimes the edits I did using the 'Distort Image' functionality are ignored/ applied color does not match the image overlay.
  7. I didn't get Modo 10 yet, but even from a very short official video clip on youtube demonstrating that feature I could see that it would probably not be usable. From what I've seen it generates a 'Dynamesh'-like quad mesh. Editing poly flow using curves was mentioned, but the result wasn't shown. Figures... Doesn't surprise me that it freezes halfway through. Yet another half-baked Modo feature it seems... ZBrush has the most usable autopo to date, and even that is far from perfect.
  8. Noticed it also. Doesn't always happen, but often. Tool also doesn't have any effect when I draw a stroke on the highres surface. A red line appears, but no polygons.
  9. A simple request: it would be nice if pressing F while hovering the mouse over the VoxTree list would focus/ scroll the list to the currently active layer.
  10. Anyone experience a problem with disappearing highres geometry? Happened 2 times last week. I sculpted an object in ZBrush, imported the highres geometry into 3D Coat. Created a retopology object in ZBrush, imported that into the retopo room in 3D Coat and baked the maps, textured the object in paint room. Everything worked fine. Then I closed the file, and re-opened it a while later. The textured model in paint room was still there, but there wasn't a highres object in sculpt room anymore. The layers (names) were still there in the voxel tree, but there was absolutely nothing on those layers. Also, the file size was significantly smaller than a (almost identical) earlier iteration of that project, meaning the data was actually missing. This happened a second time with a different object (also sculpted in ZBrush and then imported into 3D Coat). Will have to test if I can reproduce it on monday.
  11. +1 When you have a long list of objects it takes far too long to find the one you are looking for, they are not sorted in any way from what I can see. Sorting them alphabetically would be of great help.
  12. Also, the 'use sector' feature in the sphere primitive tool options has no effect. It displays correctly in the preview, but when you apply it it only creates a complete sphere regardless of the settings.
  13. I'm really not sure why it is like that. Makes it difficult sometimes to sculpt/ paint the underside of a model because it is too dark. Environment should be rotatable around all axis.
  14. Roughness channel influences diffuse color in paint room (darker than it should be, viewport display issue only). also, the colors of the textures in the texture editor do not match the colors of the textures in the viewport (much lighter in texture editor).
  15. Did I miss something? There hasn't been an update for a long time, and noone is posting anymore?
  16. Smoothing a layer in paint room (textures -> adjust -> smooth current layer) produces strange lines artifacts: Lines do not follow any UV seams. Same thing happens when exporting all layers to external editor (Photoshop), smoothing the layer there, and saving. When the layer is reloaded in 3DCoat, the lines artifacts appear. When I smooth the layer manually, save, close the file, and re-open it, the lines also appear. Very, very bad.
  17. Manual retopology is still not really usable for me. Vertices keep snapping to objects that are hidden, in space somewhere far away from the only visible object they are supposed to snap to. View also rotates around those points (rotate around last draw point) which makes navigating difficult sometimes. Makes no sense at all, retopology of certain overlapping objects is absolutely impossible this way. I need to do this in Modo instead. Would be really nice if the retopology tools could actually ignore all objects that are hidden from view.
  18. There definitely is a difference in quality when applying the material in comparison to the preview render window, I have noticed this also. Sure, the preview render window is just a preview, but even if you apply a texture to a perfectly layed out UV set and 4K texture, it will still be noticably blurrier than what is seen in the preview window. That should not be the case, and I did not notice this behavior previous to the new beta. Might be due to the new antialiasing that was implemented, blurs the entire texture a bit? Don't know.
  19. I have noticed that applying color using a brush often stops working when painting of depth is de-activated. Neither color nor specularity are applied at all. It works when using a lasso, but not using a brush. When activating depth painting additionally, all channels (including color) are applied correctly. Restarting 3DCoat is the only way to paint color only again.
  20. I have noticed this the last couple of days also. At some point, the brushes stop working (click-dragging on the model does not apply any paint), I had this problem painting a UVd mesh in paint room. Restarting 3D Coat solved it, but should be fixed of course. If Andrew somehow manages to reproduce it... Wacom drivers (Intuos 4) are up to date.
  21. I created a screen capture. Would really like to know whats going on here, I have often used smart materials in the past and never had such a problem. screen capture
  22. Nothing was changed at all. Why would I post about this if I had done something obvious like changing the projection scaling? Same problem happens on two different systems (and another artist I work with), so there is some kind of bug at work here.
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