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arvinmoses

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Everything posted by arvinmoses

  1. Thank you for the response, however I think this is a bit different from what I'm looking for. This looks like this is for stamping vdms, rather than baking them in uv space. What I'm looking for is something along the lines of this but as a vector displacement instead. The goal is to be able to edit a low poly mesh - like animating a face, then applying the vector displacement map at runtime for pixel accurate 3D displacement, rather than traditional intensity along the normal (1D) displacement.
  2. I'm recently testing 3dc again after a few years and am really loving it compared to ZBrush. One workflow I'm doing is using vector displacement maps baked to uv space to increase detail on low poly meshes. Is there a way to export a vector displacement out of 3dc? As an example, animating a low poly face, then applying the vector displacement on a subd mesh at render time. The specific workflow I'm doing is corner trim sheets for edge damage than I then rework into various shapes, and retessellate and displace.
  3. Actually I just figured it out! It won't work on a polymesh. It has to be a voxel object. I was wondering if you could help me with this though... when I import a poly as a voxel, it comes in incredibly small. Is there a solution for this? thank you so much for all the help. It is very much appreciated!
  4. Yup won't work. The simple draw spline works, just not any of the shapes. I'll try this one at home and see if it works. Current machine I'm on is running Win 7 with a radeon card. I'll try it on win10 with gtx 980 and see if that solves the problem. The difficult thing is I'm not sure how the tool is supposed to function, but I'm guessing I just draw on the mesh and it creates an orange outline on it right? I don't need to hold a modifier key like ctrl, or shift, or right click or anything like that?
  5. Hmmm weird. It's not that it won't convert to polygons, it just won't draw on the mesh. Meaning when I try to draw a rectangle, I drag, it shows a green rectangle with the size in pixels, but when I let go of the mouse there's no rectangle drawn on the mesh. Again I don't mean polygons. There's no outline that sticks on the mesh at all. I wish I could show you a picture, but there's really nothing to show. I'll try a gif.
  6. Hey guys - I'm trying the new strokes tool and while it's drawing the shapes, I can't get the shapes to actually draw on the mesh. Show it previews in green but never stays on the mesh as orange. Am I just missing something?
  7. Just wanted to say Merry Christmas. Thanks for the hard work and I hope you guys get a good break with your family.
  8. Thanks for the vid Javis! Looks awesome. I didn't realize it was going to be a 4.5 release. Is it just PBR or is Andrew planning some more stuff?
  9. Been stalking for awhile here but first post. Great forum and great software. Many thanks to Andrew and team for their hard work. I also like materia. Might just be the ff7 throw back but I like it. Been anticipating this for awhile. Im finishing up a model and while Substance Painter is great for quickly getting base materials and dirt/grunge on a model it seems like it needs some maturing to be effective for actual painting - like for human skin. A few questions - do we have a date on release? I know Andrew has been saying few weeks away some weeks ago. Do we have a solid date? Secondly I know there was a trello vote to integrate substances. Did that make it on the road map?
  10. I'd been testing Substance vs dDo for a bit now. I finally settled on Substance this week. Their CSR team was great. They were running a half of sale so I got Substance commercial for $290. As far as tools go, the noise for Substance was a little easier to control than dDo. I had a really tough time getting dDo to generate the noise where I needed it to. It was also a little limited as far as what type of noise, and where it could place it. With Substance you could really generate the noise anywhere as long as you could figure out how to generate the mask. On new technique I'm trying is baking a vertex map to serve as a curvature mask. Other nice thing about Substance is it integrates into Unity, Modo, UDK, Max, and Maya as a straight texture. No need to bake out a tga. You can then adjust some of the noise you have inside modo within your 3D program. Anyway not a Substance rep... I've just been doing the research and found some answers along the way. Regarding Substance Painter: From how it's looking it looks like between Designer and Painter, Substance is going to be a game changer in Texturing.
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