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wilson66

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Everything posted by wilson66

  1. This sounds like not a big deal, but is a major annoyance really. Of course snapping needs to work also when retopo vertices are below the voxel surface, and/or the 'Conform Retopo Mesh' feature needs to be far more precise. The object cannot simply be scaled outward and then snapped back, polys need to be pushed outward in their normal direction (which is not possible to my knowledge? Or is it?), which will create other problems in dense areas with surface facing in different directions (overlapping). I have a characters face with a retopology object already in existence, and need to adjust the proportions of the voxel/ surface model. I need to adjust the eye area, and the retopo mesh simply blows apart in that area, needs defacto to be recreated entirely. Not good at all.
  2. I am aware of this, I was only using the Move tool in sculpt room. Some of the vertices of the retopo mesh were not snapped to the sculpted mesh anymore afterwards nonetheless, and I could not snap them back. Will probably export the retopo + highres meshes, and do the snapping in Modo.
  3. There is something awry with retopo snapping in general. I was adjusting a surface object with 'Conform Retopo Mesh' activated. I have to adjust the retopo cage because some of the vertices are not snapped to the surface anymore, but it doesn't really work. The vertices do not snap to the surface. 'Snap' function in Retopo Room has no effect. Screen capture: https://drive.google.com/file/d/0B0l7cfnhxk4yWUdUdy1rT183UTA/view?usp=sharing
  4. This has no influence on the snapping behavior on my end unfortunately. Check the capture if you like: https://drive.google.com/file/d/0B0l7cfnhxk4ydHg2X2tHWTloQzg/view?usp=sharing
  5. Sure: https://drive.google.com/file/d/0B0l7cfnhxk4ybmxoeHZWY0xrdms/view?usp=sharing
  6. I'm retopologizing a character right now that has a mouth cavity and a tongue, and realizing that it is virtually impossible to retopologize the tongue because the retopo points will always snap to the outer most objects. I have all other objects hidden, only the tongue is visible in the viewport, but its impossible to place the polygons onto the surface of the tongue, they will snap to the (invisible) head instead. Would be nice if this could be fixed, will have to export the tongue to Modo and retopologize it there.
  7. Link to a simple cube with seams problem: https://drive.google.com/file/d/0B0l7cfnhxk4yUER1Zktnb0ZiaEE/view?usp=sharing
  8. Definitely still very noticeable seams with multi-tile painting: Not finished at all I say.
  9. I agree. I tested the AO calculation method using lights in exactly 2 cases, both of which produced unacceptable results in an even less acceptable time frame. Should be removed entirely from 3D Coat in favor of a more up-to-date algorithm.
  10. You are talking about baking local AO? It is (or can be) calculated during the baking process, you need a highres object (in addition to the lowres retopo object), and baking it is very fast in 3D Coat. If you mean the Textures -> Calculate Occlusion tool, it uses a lot of lights, does not need a highres object, is indeed slow, and I personally do not use this at all.
  11. Thanks a lot digman, you saved my day. Thats certainly very strange though, there seems to be something wrong with my 3D Coat install or my system then (running a 3D Coat Beta under Windows 10 Technical Preview might not have been my best idea ever). Uninstalled and re-installed 3D Coat several times and even tried to open the file in different beta versions, without success. Got an OBJ file from digman already, but thanks a lot for the offer. I used an alpha stencil for the scales. Far from perfect though, the fish is still very much work in progress.
  12. Sending the file to support did not work ("Recipient address rejected: User unknown in virtual alias table", whatever that means). If you want to check the file, download it here: https://dl.dropboxusercontent.com/u/53072176/public_files/object.zip If anyone is able to open it (you can hope, right?) I'd be very, very thankful if you could export it as OBJ and post a link to it here.
  13. Nice! 3D Coat crashed, and now I can't open my project anymore because it crashes again when I try to open it. Whats more, I can't open ANY of the file versions of that project I have saved, about 10 different ones! Please tell me that this is not true...
  14. Its still not possible to rotate the environment map using the light angle button when the background is set to 'vertical gradient', right? Or is there some setting I've missed?
  15. I can't replicate the problem now myself, very strange. Don't know what was going on, I will try to reproduce it. My report here and on Mantis can probably safely be ignored for now.
  16. In sculpt room, create a new voxel object. Zoom in close to the object, and use the Move tool. It causes the object and grid to 'flicker'. No flickering is happening when the viewport camera is at a certain distance from the object, also more flickering is happening in perspective mode (orthographic mode only flickers on first click, while in perspective mode the viewport continues to flicker while holding down the mouse/ pen button). Viewport seems to flicker more the smaller the brush radius is.
  17. Object in paint room disappears when using the brush tool in stamp/ stamp drag mode, making it hard to use (4.5 Beta13A).
  18. I don't see what the problem is/ what you are trying to do. The first image looks like the result you can expect when baking the objects from the 3rd screenshot with local ambient occlusion activated.
  19. Might be a scan depth issue. Define a greater scan depth inside/ outside value in the baking settings, make sure no areas of the high resolution object are poking through the inner/ outer shell of the retopo object. Just a shot in the dark, post a screenshot of the problem area please.
  20. Does not work for me (4.5 Beta 12A). Might be user error, but don't know what could be going on. When trying to fill with UV mapping activated it looks good in the preview window, but layer is not actually filled correctly. Depending on the material it is either not filled at all (empty layer still empty after filling), or filled incorrectly (not looking the same as the preview). All other mapping methods with the same material work flawlessly.
  21. Paint room: feature 'distort image' (preview options window) unusable. Problem: image is distorted in a weird, uncontrollable way. When you try to distort e.g. left side of the image, the opposite side of the image is distorted as well although it is way outside the brush radius.
  22. Something I always wanted to ask: does the transform tool (sculpt room) work with symmetry? Meaning: when I have a symmetrical object with disconnected elements (e.g. two separate, symmetrical shoes of a character mirrored in X), is it possible to use the transform tool on one of the elements and have the other, mirrored element transform in a mirrored fashion? Right now, even when symmetry is activated, both elements would move in a non-mirrored fashion, e.g. both in +X. I would want one element to move in +X, the other one in -X (as is the case when using other tools like the Adjust -> Move tool). If you know what I mean...
  23. You can do those things in 3D Coat also. Its possible to paint in the UV window, to turn off 3D shading switch to 'Flat Shade' mode in the 'View' menu. There are some areas in 3D Coat painting that could use some improvements. Cloning in paint room e.g. has never worked for me, it produces mumbo-jumbo that doesn't have much to do with the source area. It only clones incoherent parts of the source area: Apart from that, I own a Mari license, but haven't started it up in quite some time. 3D Coats painting functionality is sufficient for me in almost all cases.
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