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Rebelismo

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Everything posted by Rebelismo

  1. The professional market is shrinking rapidly, and tablets are rivaling desktop/laptop systems in terms of performance? That sounds like voodoo . Any data to support this? The new Tegra X1 sounds amazing, but 3dcoat running on lollipop with an 8 inch screen would make no sense to me. I'm not sure how many art assets you've shipped with tablets or tablet pcs before, but for me it's none. My current fujitsu tablet pc (wacom digitizer) can run all 3d and 2d software, because its using windows os. Would I want to use a 12 inch screen for anything other than basic 2d or 3d for hours on end? Absolutely not. My experience might be different though, so have you used any current mobile software on a tablet to create some really cool art assets? Which serious Autodesk products are currently running on mobile? Also, how much revenue are those products producing?
  2. I've been working with GPU rendering for some time now, and I really can't recommend the Quadro line of cards. When you compare GeForce vs Quadro at a similar price point, you will always get more "bang" for your buck with the Geforce cards. The Quadros were always the weakest CUDA rendering performers, and the viewport performance difference was negligible. I guess I'm a big proponent of the GeForce cards, because I've never gotten such returns out of any hardware before at that price point. If I didn't already own a Titan Black, I would seriously look into getting a Titan X because it really sounds like a fantastic card.
  3. Journeymen, you should put a Titan X in your Commodore 64 and then you'll be golden. You'll be able to run anything you want In all seriousness, what type of graphics card do you have? I remember my friend had a crash on startup until he installed this version: PaintstormStudio_v1.26 - 22.03.2015.
  4. It's the perfect time to break up with Photoshop Javis . It doesn't have to be forever, but it's good to try new things. In my humble opinion, painting with Paintstorm is just a lot more fun than Photoshop. I noticed that Photoshop always needed extra plug-ins like Painter's Wheel and Lazy Nezumi, and even then it doesn't have nice color blending.
  5. Hey b33nine No I'm not the developer. This person is: http://masterteacher.deviantart.com/ My friend told me about the program, and I just noticed that there was literally no advertisements anywhere so I posted about it on cgtalk. I would send your suggestions to him, and I'm sure that he'll consider them. I use Manga Studio /Krita, and Paintstorm will be a great addition to my workflow. Agree on using Photoshop for color management, but other than that I stopped using it quite some time ago. No proper color blending, no line stabilization, and no proper color wheel really steered me away from it.
  6. I would especially love if 3dcoat had a blending color feature similar to Paintstorm Studio/Manga/Sai compared to the Photoshop-esque "layering" of colors. Having said that, I think that Paintstorm Studio is a fantastic program for digital painting. You just have to make sure that it works with your Nvidia or AMD graphics card. In fact, if there are artists who don't use a dedicated gpu, I would earnestly recommend that you invest in one. Yes, you can open up jpgs, psds, pngs and bmps in Paintstorm Studio.
  7. Compared to gpu renderers, it's a lot slower. On another note, has anyone tried to IPR the centaur scene that they've provided within the community section of the website? I was getting an error with Maya 2015 and that particular scene. I'll keep testing it over the next few days to see how it stacks up against PRman 18.
  8. It worked! Thanks Very Much . There is definitely a ton of possibilities to this, and I'm glad that this has been included now. Nothing better than a program with a pleasant workflow.
  9. Fantastic video Javis! Thank You for taking the time to make it I might have missed it somewhere, but can 3dcoat calculate cavity maps on it's own, or do we have to bring them in from other software? I know that some of the PBR materials calculate the cavity map based on the occlusion, but I haven't seen the specific tool within 3dc. Thanks! -Luke
  10. Thanks for the response Javis! This new build is quite awesome either way. Also, great job on the PBR video, and hope you make more
  11. Hey Guys! I've been playing with this new build since it was released (it's awesome). I was just wondering...Are there any linear workflow settings for the viewport? I know that we can adjust the gamma on the textures, but I wanted to create a 1:1 comparison with the render engine that I'm using. Thanks in advance!
  12. This new PBR system looks amazing! From what I was able to try out, it's a breath of fresh air. It's truly fantastic work . In all honesty, between voxels, UVing, UV tiles, retopology, cubic projection... and now PBR, 3dcoat is one of my favorite 3d tools ever. Keep up the great work!
  13. When Autodesk first tried the rental option, you could purchase a 3 month license of maya for 199 dollars. I know that lots of people don't like subscription models, but going from @$70 per month to $185 is a big jump in itself. Since there are other options on the market, there is no reason to use Autodesk products, unless your pipeline relies on them.
  14. For some reason the Octane/Photoshop plugin sounds really exciting . Awesome news.
  15. You can share maps between channels in Mari, but you cant paint height and color at the same time using a unique texture for each channel. I use this feature in 3d coat quite often, and couldn't believe that Mari didn't have something like it. I'm really excited about Clarisse 2.0 so hopefully you got to see some behind the scenes demo as well . At one point, I was quite interested in the Phi, but then noticed that no render engine had full blown support for it. "Interest" in something might translate to years of waiting, and I can't wait that long for a rendering engine to catch up. That's what happened when I was using Renderman 18. At this point, slow engines are not worth the time or money (at least for me). If you're interested in faster rendering right now, I'd recommend Redshift, Octane, and even Vray 3.0 looks really nice. I really love the look of Maxwell, but without an accelerator like Phi or CUDA, it wouldn't be doable with deadlines.
  16. Thanks for posting! That's an interesting response with regards to the frame buffer . I decided to give Mari a try, and though I can live with the paint buffer, it was really disappointing not being able to paint with a color/height map as part of a single projection. The other feature which felt necessary was tangent space object painting. Mari feels more like a massive pipeline-texturing tool, rather than a "quick feedback" 3d painting tool. It really shines when it comes to hundreds of tiles, and has a fantastic hdr painting environment. When it comes to games though, I believe that more people will go the 3dcoat/substance route.
  17. Hey Guys! This might be a fairly basic question, but I've noticed that switching layer visibility on/off seems to take quite some time in the paint room. I get similar performance issues when it comes to merging layers as well. I should mention that I generally use multiple 4k UV tiles for my objects, because I tend to render with udim textures. Is there a way to speed this issue up a bit? I've had a really good experience with everything else in 3dcoat. The ability to paint deep displacement/ diffuse/ spec with different map projections at the same time is simply amazing. This particular issue though, slows the whole workflow down quite a lot. Especially when it comes to testing new overlay layers with different design patterns etc... -Luke
  18. I absolutely agree with you. High texture resolution has become a necessity in my workflow, and multi-tile UV/ udim made that possible. At this point, I have to manually convert all my output files to udim from 3dCoat. The conversion process might sound a bit painful, but its better than having to daisy chain a shader in maya. Although I really love what the Allegorithmic and Quixel teams are doing, I have to agree that robust UV Tile/udim support is still the most needed feature. We're heading towards higher and higher res content, and single 4k maps are not going to cut it anymore.
  19. I know plenty of people who use 3dcoat within an animation pipeline, so I wouldn't necessarily call it mainly a gaming content creation tool . Especially if it supports multi tile uvs, 4k textures, and deep displacement. The PBR system within Substance stems from Disney's BRDF model, and contrary to what some people might believe, it is extremely useful and necessary. I'm sure that a lot of you know this, but having the ability to use Image Based Lighting within the texturing viewport is crucial. That is the only true way of testing how the texture/shader will behave under different lighting conditions. That is exactly why rendering engines have been pushing for physically plausible shading for quite some time now. Though integrating an engine like Cycles or Octane is most likely not necessary (since those engines deal with raytracing), a good IBL viewport would be a fantastic addition/must to 3dcoat.
  20. I realize that this is quite an old thread, but thank you for posting this work around. I was trying to paint on a multi uv tile model with per pixel/deep displacement, and it would crash on import (version 4.1.09C). The only option that worked without the workaround was multi-vertex painting, and I ended up using that.
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