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dimitribastos

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Posts posted by dimitribastos

  1. 21 hours ago, AbnRanger said:

    I hope Andrew goes through the Smart Material Editor while he works on layer masks/layers. I've requested over and over and over and over and over and over and over and...you get the point, that he ADD BERCON MAPS (they are an open source library!). Sure, it may not be as easy as just dumping that code into 3D Coat, but what is the alternative? To do nothing? 3D Coat needs an extensive library of PROCEDURAL NOISE patterns...period. Procedural noise patterns to use in the Smart Materials Editor (just one noise type, currently), Fill tool and in the Noise tool, in the Sculpt Room. Even add them to Stencils. ZBrush has had an awesome Noise Generator for years, and it's one of the must have tools that keeps serious sculptors using ZBrush.

    http://www.ylilammi.com/2013/09/berconmaps/

    Procedural Noise Library can help take artists work in 3D Coat to another level, if Andrew will just add it....please.

    This need to happen ASAP.

    I need to create some noises on Fractal Noise inside After Effects, then do some sort of trick to turn it tileable, and then use it on 3D-Coat. Painting with Smart Materials would be really on par with Substance Painter with procedural noises.

    • Like 1
  2. On ‎30‎/‎08‎/‎2016 at 1:32 AM, Andrew Shpagin said:

    4.7.10 (stable)

    - Unify UV command to drop all faces to the current UV set

    - "Editt points" in Lathe tool shows coordinates in more logical way.

    - Correct stencil mapping and preview, there was problems with object scale and preview

    - Warning shown if texture in smart material missing

    - Correct preview for stencil/materials in navigation mode for cylinder/sphere mapping.

    - Correct UnhideAll command in UV/retopo room (was not working in Mark Seams mode)

    - Cone primitive got "USe sector" option compatible with bevel. 

    - correct Ptex export with LWO files using Export menu.

    - Seed value for smart material noise


    Would be great to have some diferentt noises as well. Also, what about some default noises to use on the masks of smart material editor?

    Thanks!

  3. 4 hours ago, Andrew Shpagin said:

    4.7.09(stable)

    - Stencil painting with lasso corresponds to preview
    - Extrusion with 3D Spline supports stencils and works in voxel mode as well
    - "Retopo->Apply symmetry to current layer" really applies symmetry to current retopo group only
    - Export normalmaps without gamma correction (even if specified in export constructor) to avoid confusion with normalmaps rendering
    - Click to place issue solved 

    Hi, Andrew. Can you add a Modo export preset? Thank you very much.

  4. A few more images to illustrate the process. Everything was sculpted and painted on 3D-Coat. Some UV on Modo, a lot of auto-unwrap on 3D-Coat. The posing and final render are on Modo. It was a great Project and I learned a lot.

    canyons1.jpg

    canyons2.jpg

    canyons3.jpg

    carroceria.jpg

    luna.jpg

    pneus.jpg

    suspensão.jpg

    • Like 2
  5. Hi there. Would be great to have a way (unless I'm missing something) to make layers inside Smart Material Editor only with selected channels.

    The same way that we can paint with brushes selecting (or not) Color, Depth or Gloss we should be able to do the same way under the Editor. I know we can simply set Gloss, Metalness and Depth to 0%, but what about color? It seems that every layer is linked to a color channel.

    And of course, blend modes to increase the creation options.

    smartmaterials.jpg

  6. I uploaded a slightly different image for the contest instead of the real official image... which is this one. Can't edit the post anymore and I don't know if I'm doing something wrong, but will post again. Just a little less sharpness.

    Number28_DimitriBastos.png

    • Like 2
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