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fuzzzzzz

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  1. hello guy, i want to share my opinion and with that, some screens to illustrate my workflow: a suggestion from me, about the various room, personaly i don't use Tweak and UV room and now paiting romm is almost useless as my workflow on the texturing has changed with substance painter. but i think the Tweak Room would be very kind of useful if we could load a model, tweak it and then send it into retopo or voxel room as surface/voxel mesh. i will take a very simple object made quickly into maya : use this very low poly model would result into an undesired result : use subdivide : using resample with linear give a dirty result : but if i import the mesh into retopo room and than split ring : if i subdivide now, 3dcoat respects the hard edges. and looks correct to work with if i must to create my middle density mesh before to sculpt within 3dcoat, (and then I don't need the paint room anymore), it just reduce a lot the usage of 3dcoat to use on production pipeline. I mean that retopo and uvs tools are perfect, excepted, that i would love if 3D Coat handle uvs shifting and especially if you need to bake the normal map for several uvmaps. But if I use maya to make this intermediate model to sculpt with, I could finally use maya to make the full hires model, no ? Also i don't feel capable to create from scratch a full very high model done directly in voxel room, some are capable to make complexe stuff within 3DC, i am not one of them, and so maya is an important tool in my workflow to make the lowpoly. sometime i could just need a very basic shape to start modeling, it will not refelect the final low polygonal model, as i would make it into retopo room when the sculpt is done. Tweak could become Modeling / Uv Room (in replacement of Retopo,UV and Tweak rooms) Each layers could have a specific naming convention, so 3dcoat can recognize the purpose of the compoenent. i see it like that : you can add several types of components, puch the button Add "RetopoGroup", will add a new group for the retopo stuff, but we coudl alos add some more utilities there , like Add Cage for baking purpose , or again, Add for proxy mesh that driven the pose tool, so we could also create and store some morph target/blendshapes, extracted from pose library. This room is capable to do all what the retopo room is already capable to, and also create the UVs. but we can send the appropriate layer into the ideal other rooms without to export the edits in obj or fbx and then reimport them into the appropriated room. This is my humble opinion, hope it can contribute to make this app better.
  2. sorry long time has passed now, thx you alot of the help, i now own a new GPU card, GTX 760 4gb ( msi twin frozer) well this problem this still remain oO the AA is horrible, and i get some very strange artefact on the surface along the edges : I know that the mesh is not intended to stay in that state with sculpting task, but everytime i have a clean lowpoly i want to load in 3dcoat, espacially for hard surfacemodeling, i have no clue how to subdivide correctely, there is no way for this i must to create an instance of my low poly and insert edge loop in maya, so why whould i need 3dcoat for hard surface modeling ? it work better when i start from the scratch with voxel and then after that a apply a retopo, but that will be the retopogized mesh that will look a little screwed because we cant to snap the poly and point we create in retopo room i perfect geometric shape that match math algo. I will post on that topic , it will illustrate what i would mean I really appreciate the help
  3. hmm, increase or decrease Object density from the voxtree layer RMB panel , change the scale of the mesh not the poly density oO ( 4.1-15b)
  4. i do agree with Javis too, maybe the good time to create the own 3dcoat Roadmap like Epic, or unity did it recently ? example of road map for the Unreal engine 4 : https://trello.com/b/gHooNW9I/ue4-roadmap
  5. Hello Thank you fort he help it's greatly appreciated. 1. steepy surface issue is now fixed with the additionnal Bias , so i added this variables into OGL and DX shader, DX look ok just that the shadow are a bit birghter, but its acceptable to work with. 2. the clipped faces issue continue to happen, indifferently of the scaling (low / normal / high) of the model i am working with. my steps : in maya , and so you see how i setup my scaling units. centimeter , one grid line every 100 centimeter, and 1 subdivision all the 10 centimeters, so th emodel is 120 centimeter ( 1m20) http://puu.sh/9Wznf/6ca0d297bc.png in 3dcoat preference there is no options to define a default units system, , when you dorp a modle it will aways use the default units mensure (millimeters) so 120 centimeter become 120 millimeters. change de unit measurement units to cnetimeter do not rescale the model we alrady drop on the scene. the good conversion is about to scale by 10 the model, but in 3dcoat it would be 1000.00 , as 100.00 is the default value and is equal to 0.00 with no scale at all ( pretty annoying). http://puu.sh/9WA1I/dbe5ec181b.png but still result like that : http://puu.sh/9WA0t/368564c213.png now if I scale my model by 10 in maya (I did not forget to freeze the tranfromation ;o) : http://puu.sh/9WARp/b091bbd099.png the issue persists , i also tried to scale the scene using voxels > scene edit scale, no way :/ thank you for helping me, feel a bit deseparate with this critical bug :/ Nicolas
  6. is there any people here that use 3Dcoat renderer ? (not me) i think that Andrew must to focus on modeling, sculpting and texturing tools, and improveme the paint and voxeltree layer system UI. cycles is not in the scope of what 3dcoat is used for. about the current layer system, it's not exactly as the layer systeme in photoshop, there are little difference that finally give you a different workflow, i think about how layer masks are linked with paint layers. I am now trying the layer masking , but probably because i am painting on a voxel object, the mask donot works at all, it was not that hard to understand how it should works, but finally it seems it doesn't.Masking is very important, for tool like Ddo (like th ecolor mat id),Unreal Engine 4 abused of masking technique composed by red, green blue, cyan magenta,yellow. About PBR, if we get a new rendering and shaders system with some shader dedicated to PBR, first, 3dcoat must to support IBL lightning, include pbr pixel shader that treat how each material get the light scene and at last hand we have the type of PBR worflow cause two workflow are available : Reflectance : - albedo (metal part are white and color are defined into the specular color channel) - specular color - gloss map - normal map Metalness : - albedo : metallic albedo is defined here , instead of specular color(reflectance) - roughness : equivalent of the gloss map for the reflectance workflow, we can obtain a roughness map by inversing the value, but that not exactly the clean way to it, quixel has no real tool for that, and metalness workflow is a lot of buggy, and there is a lot of complains about the new suite., not sure how SD/SP deal the conversion between metalness > reflectance and reflectance > metalness) - specular ( no color) - normal map Well this already a lot to achieve just hope that Andrew has a good visibility of the future so 3dcoat shoudl survive for the next 5 years, i use 3dcoat as low price alternative to Zbrush for the sculpting, 3dcoat is alway the best app to make retopology, UVs can be done in first instance in 3dcoat and rehandled in any 3d packages for the finitions, baking is generally done with Xnormal, before to be edited with nDo or Substance painter. The dev team must to stay rational, so before to hope for an integration of any third party renderer it would be great that 3dcoat improve a lot how masking works in 3Dcoat. Also two big critical problem i met in Voxel room, that i would like to be solve, 1. no way to import any hard surface model in 3Dcoat adn subdivide it with th tools inside 3dcoat, i must to subdivide my model in maya, before to send it in 3dcoat to subdivede and protect the hard edges on my models. 2. put a simple cube in voxel mode, it will ruined all the hard edges, this make me enable to use confortably the voxel room with hard surface modeling.
  7. nope i thought it would have been enough to post on this forum. i have packed my user /profile/documents/3d-CoatV4 and pushed the archive on my dropbox, the link is the one below. https://www.dropbox.com/s/uyg6l86z5lsr07a/fuzzzzzz_3D-CoatV4.rar there is two interesting file to dig out, log.txt and unknownshaders.txt? i am not very good at Shader authoring, but i got some base knowledge about it, and i am almost sure about what the problem come from ( Depth and SSAO) Note that today i had tested out two older catalyst drivers, 13.12 and 13.4 without any progress , this is added to the drivers i already tested and gave me the same issue , I will now contact Andrew at support@3d-coat.com, and drive him onto that message, we will see
  8. Back, with some more information. First its important to understnad that the problem i encounter are two combined problem. the stranges lines that appears as distorded on the polygons surface, is probably a problem with the SSAO pass of the shader ( ogl/DX) I remind me very similar problem when i try few month ago to add a post process shader in to Source Engine, to add the SSAO, it resultat into bad data into the render target. the second problem i get, is about the depth pass in the render target, that is probably also linked to the Screen base position and scre up everything in my viewport. I dont know how to fix that, that really annoying, and bother me alot , i don't know with what shader i should use instead. Unfortunately all the shaders that have depth informations gets the same issue in the viewport. what should i do ? the only thing i should have done since the shaders are all broken, is an update of my driver, but i have tested out some older catalist driver, and get the same probleme everytime.
  9. humm, look like unistalling 3dcoat from steam and then delete user\my_profile\3dcoat-v4 I just have tested out a beta version i had on my hdd (4.1.08) and the distortion on the polygon has disappeared. unfortunately, reinstalling the steam version and launch it make the issue happen again. so i will remove it from steam again. and will wait for a new release on steam. But i still have a very odd issue with the camera clipping in the viexport. i will post some screens today, when i will be done with the 3dcoat installation ( 4.1.09).
  10. No unfortunately i have no chance to try with a different GPU card, and disabling the incremental render as you suggested to do , do not fix the issue at all. I already have seeked for some similar isue on the forum but nothing match the current issue i encounter. What is the most annoying is that for a long time i hadn't get any troubleshoot with 3dcoat with the current GPU i have on my computer :/ Thank you, Carlossan, i just hope that Andrew will thrown an eye on this place :/
  11. Nicolas Liatti responds on steam forum about the 10k revenue limit , i quote you his purpose; Carlosan, to me the whole layer system must to be refont in 3dcoat , i mean at the ui level. I would like to have the possibility to do some multiple selections , grouping, renaming, when there is a lot of layers so the big mess just to rename and rehandle the hierarchy. I am not talking only about the the paint room but also for the voxeltree,retopogroup etc.. how the ui element respond is really annoying, and require more reactivity, i got so much problem when i have to move dozen of voxtree into an empty group so i can move them all at the same time and apply the transform tool on the parent group. By the way having layer stack per materials should also be helpful, but it stucks at the UI level, just more mess into the ui to bother with.
  12. there is no support at 3dcoat ? wrong place to post such of issue ?
  13. Physically based rendering is the main reason why 3dc will not being use anymore for texturing with game development. All the major 3D game engine use now le PBR algorhytm (reflectance or metalness workflow) ,so cryengine, Unreal engine 4, Unity 5, and many more. Layer and mask system in substance painter is the best example of what Andrew should mimic for 3dcoat, I think that when Andrew say "Layer ala Photoshop", allegorithmic did it in SD/SP The Ui and the app is greatly intuitive and very efficient, and each component of the ui reacts correctly You can paint a mask directly into a layer Group. This is also what i would like to have in 3Dcoat when i had in past time to texture some models with it. But the biggest problem of 3d coat is the viewport rendering, and because of the global lightning system, handle the ambient light intensity and the primary light intensity settings is going insane everytime i tried to work on textures. I would just like to have a traditional globale lightning with uniform lightning, and with a IBL map support. (for specular reflections and with metalness workflow) so we can defie where we want to display metal and reflection and where we won't to bother with it, like for skin shading. The problem in 3DC is that shaders on the viewport lightning influences a lot how will look your final outputed textures. If the lightning setup and the shader applied to your model is not proper in your 3dc viewport, the albedo/diffuse map should looks very different from what you expect before you open them in PS, in comparaison to what you see in 3dcoat viewport. So you have to edit the texture in photoshop to fix how will look your texture in your game engine, and that not really handfull. Most of people that make model for game industry, use xnormal for normal map/AO baking, and Quixel or SD/SP for the rest of the work. Factually all texturing workflow is made out of 3DC. Probably 3DCoat dev team should focus on Sculpting room and apply a deep Refine of the shading and rendering in the viewport, adding some preset for each type of use, and simply a lot at that level.
  14. Many Shader Acting Very oddly Hi There long time i haven't posted there, but any i get into trouble with 3dcoat, i hadn't open it for few weeks and then when i open any versions of 3dcoat that I had installed on my computer, (steam 4.1.04A,4.1.08X 4.1.09X) First my specs are ; CG : Ati radeon HD 6850 tested with several Drivers and the lastest from AMD, the problem occurs in OGL and DX 64bit or 32 bits( didn't test out with cuda version) This problem affects All rooms ( paint, voxel, render). The problem : Many shaders acts oddly in the viewport, in surface mode easpecially. What i am doing, is just opening a model in surface mode ( obj, fbx, tf2 models provides with the steam version are impacted too ). Models exported from maya LT get the same issue. Mainly lamblight_depht, depth, redwax, bronze, picmat works correct some do not. I show you now how it look in my viewport with lamblight_depth shader. look at how the polygons looks with a such of distortion on the lightning over the surface of the polygons, the culling also act very oddly. now if i subdivide one time : some more subdivision applied : 3 weeks than i am not capable to resolve that issue, and make my pro version of 3dcoat entirely unusable, i didn't get that issue before, just since the last month, i thought it would be the catalist drivers, so i get back on the previous version and it doesn't fix anything. i also tried to delete the 3d-coat-v4 directory from User/profile/documents. Since i did that, all the preview thumbnials appears very diferent from before changinf from the exmaple on the left to the second exmaple on the right i get stuck please guys help me :/
  15. abnRanger, did you really understood what Physically based rendering is ? it is exactly in the scope of 3Dcoat ; if 3D coat do not do that, Zbrush with. and there are still a lot of software that handle PBR right now, you can't compare this request with people who ask for an animation module to integrate in 3dcoat, sorry but that has none sense. I don't understand very well how the shader have to be build to support the PBR in 3Dcoat, i am just an artists tha works with the technology of today, and now standart comes to PBR, if 3Dcoat don't follow it i repeat another software will do that instead. and ijust thought that painting data on model was the scope of 3Dcoat i am sorry if i have wrong. Also i am not interested in the rendering engine of 3d coat, but if you work on PBR shader, the viewer have to be capable to display what you are painting. So no it not about the improvement of One Shader for the paint room ideally ( fresnel is necessary from what i know). and a refine of the layer system to bring it to deal with more Channels to paint on your object as refletivity, microsurface, gloss map.
  16. I can't to give a try right now, but i could test out when i get some more time. Andrew i would like to know what to expect with the Next version of 3Dcoat, and it seem that the stuff that is In, right now is the physically based rendering. Now that is will start to be the standar for Game engine too, it would be important tfor 3D coat to have that support . I can provide you some good article on the one you will surely by yourself understand the power of this method, and i guess it would be so nice to have that supported ion the render room of 3Dcoat, theory : https://www.marmoset.co/toolbag/learn/pbr-theory technical : http://www.marmoset.co/toolbag/learn/pbr-practice and there are good link on at the footer,
  17. Nope, sorry Andrew, it seems that steam_api.dll is missing in the root directory , i made a screen for you : EDIt : It seems that a steam_appid.txt with the steam appID is necessary.
  18. Hey nice to hear about 4.1 just something about the steam version, the steam_api.dll is missing, so we can sync steam to say we are on the software and use the hub feature that steam offers Bravo Andrew !
  19. since i am using 3Dcoat , ( 4.0.03), i had behavior from the app. so now when i get a odd issue i do prefer to save my scene under a different name, and then open a new instance of 3dcoat and load the the saved scene file to check if the problem happen too. that's a bit weak an suffer of memory leaks :/ 1. for a time when i passed from voxel to paint and after a fex hour was back on the app to continue my work, the vox layerwas all switched from voxel to surface mode, i don't know why , it happens several times but 4.0.13 hhas fix this issue. 2. another moment it was the marked seams that looked strangley in voxel room,reopening the scene into a new instance , resolved the problem again. 3. yesterday again with 4.0.13, it was the voxel roomm > merge > subdivide before to drop the mesh into the workspace. i get few other similar issues i can't remember well, so i will not to mention them there.
  20. hey Andrew, before you release 4.1 i would like to see in retopo room 1. duplicate retopogroups ( without to snap on the voxel/surface object) 2. expand/contract the selection Actually as you are talking about 4.1 there is an improvement i would like to see with voxtree panel. let me explain shortly : Working into the voxtree is really painful sometimes. 3. multiple voxlayer selection when you have to reparent lot of small objects, like teeth. note : with the multiple selection we could also rename/merge several layer at the same time. Right click > merge selected , to prevent that by mistake we forget to unhide a layer before to merge with multiple selection it would be easier to hide/unhide or enable/disable the ghost mode. That would be greatly appreciated when it come to save time during production Nicolas
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