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Vexod14

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About Vexod14

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  • Gender
    Male
  • Location
    Lyon
  • Interests
    PBR/Handpaint, Modeling, environment, ConceptArt, Star Wars, Diablo, Blizzard, Rayman, LOTR...OST's and a cup of... Well...a pint of tea ! ^^"

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  1. I still have issues with AO/Curvature baking, I notticed the TilePlane wireframe pattern has changed but the problem is still here To reproduce : - Open the Tile Plane (for texturing/painting, not sculpting) - Use any brush with depth and paint largely, everywhere, to get relief (the bigger the relief, the easier to spot will be the bake issue) - Bake AO with default settings and turn it's blend mode to normal, then, look at the middle of the plane, near edges and you'll see subtle "cuts" everywhere - Same for Curvature, with default settings (I tried the padding independent mode too and it fails as well). Turn on curvature layer to see what happens : middle of the plane gets the highest issue, you can also spot less visible ones the more you look further this middle edge This said, I can confirm that the brush painting issue is fixed (which is cool ;))
  2. Also AO/Curvature baking still have the same issues spotted a few years ago. I'd really love to rely on the tile plane as it's super useful to make tiling handpaint PBR textures
  3. Hello guys ! First of all congrats for the release of 3DCoat 2021 + Textura I've tested both on a specific point I really, really wish can be solved one day : overlapp painting Here's the result (I've used default "tile plane" provided but same issue occurs everytime you've got overlapped UVs, which remains useful if not vital in modeling) (Sorry about the compression, especially on BaseColor pass) I noticed there's no issue If the brush is set to "Sharp Shape", which is cool since this mode allows to be extremely precise with alpha, but it's not the only mode and to be honest I use shapr/classical in a 50/50 balance (both are useful) You can note that there are thin pixel lines where paint seems to behave strangely, yet they follow a simple pattern : geometry triangles. I've reproduced this using tileplane made from a single quad (so just 2 triangles) and I could see the same thin pixel line artifact appears over the triangle hidden edge Another important point : this pixel line appears from the triangle you're painting to the other overlapped faces. This means that if I overlapp planes with a different triangulation, I won't hit the triangle edge I'm not painting on, the issue seems to be really localized
  4. Vexod14

    Akeytsu Discussion Corner

    Hi (again ^^), I wanted to share the few shots I've animated quite recently with akeytsu for a cinematic trailer on my personnal project "Star Wars - Redemption" (trailer is still in production) Every texture of the project has been made with 3DCoat, as for akeytsu, this software plays a core-part in the artistic design of the project and I couldn't dream having better softwares to achieve animation, rig, skinning and textures. In case I never said that : thank you guys from Nukeygara & Pilgway
  5. Vexod14

    Akeytsu Discussion Corner

    New release ! https://www.nukeygara.com/blog/news/2020-3-8-white-release We are bringing existing features to the desired quality level with this patch. While these were functional when pushed they needed more work to match akeytsu's easy-to-use DNA. This includes a rework of our Space Switching workflow which is now much more intuitive and easy to set up within exsiting animation layers rather than a separate one. We have also refined our Ghosts so that they be displayed correctly when previewing cameras.
  6. Vexod14

    Akeytsu Discussion Corner

    Another one =)
  7. Vexod14

    Akeytsu Discussion Corner

    Skin variant made with 3D-coat, anim made with akeytsu and render with Marmoset Toolbag 4 Here are a bit more details on this new skin :
  8. Vexod14

    Painting improvements

    Hi ! I definitely agree with these, and would add these to the pile : 1. Fixing overlap unrenderable pixel lines for curvature/AO (and depth painting in 2021 Beta version), probably the issue I've reported the most 2. Bring the possibility to mask in cascade : If a layer is clipped by another, I can clip that other layer by another mask and this should affect the first layer, not only the second one 3. "mesh" alphas can get corrupted and instead of a beautiful depth, you have one with stairs gradient artifacts. I happens regularly 4. Import vertex normals when using a mesh as alpha, this would allow to use way lighter weight files 5. When painting on overlapped areas, if stoke overlaps itself, you have tiny little squares artifacts on overlapped paint limits, which forces you to restrict both your brush size and your paint length (maybe this has something in common with my first point) 6. Never leave grey pixels. Even if UVs are stretched or vertex normals hard, I want to feel I've brushed my model (you can try on shoulderpads of the test robot, these are impossible to paint (or fill) correctly)
  9. Vexod14

    etienne-beschet-cha-petrustaurus-thumbnail.jpg

    Thank you @Carlosan for featuring my work once more !
  10. Vexod14

    Akeytsu Discussion Corner

    Hello folks ! Here's the last character I've made for Akeytsu (with help of 3DCoat on retopo and texturing as always ;)), it was the occasion to sculpt more freely than I used to on a organic model =) Full project link : https://www.artstation.com/artwork/QrxgdL Made with : - ZBrush (Sculpt) - 3dsMax (Modeling/UVs) - 3DCoat (Retopo/PBR Textures) - Akeytsu (Rig/Skin/Anim) - Marmoset Toolbag (Bake/Lighting/Render) Special thanks to my old anatomy teacher & mentor, Jean-Baptiste Reynaud for his precious help on anatomy part explanation I've made this model based on a concept art by Guillaume Normand https://www.artstation.com/artwork/EVn2a0 to serve as a quadruped demo model for Akeytsu, a super cool animation software made in Lyon, FR (yep, we're quite proud of that ;)) In case it wasn't obvious, yep, I LOVE this toolset a lot ♥♥♥ This new dude allows you to see that not only biped characters are possible to rig & animate in Akeytsu, but also a wider range of anim-able (things ? ^^"). I'm personnaly using it since 2016 and I've rigged all my lil puppets with it =) Don't hesitate to try it !
  11. Vexod14

    What Are You Working On ?

    Hello folks ! Here's the last character I've made for Akeytsu (with help of 3DCoat on retopo and texturing as always ;)), it was the occasion to sculpt more freely than I used to on a organic model =) Full project link : https://www.artstation.com/artwork/QrxgdL Made with : - ZBrush (Sculpt) - 3dsMax (Modeling/UVs) - 3DCoat (Retopo/PBR Textures) - Akeytsu (Rig/Skin/Anim) - Marmoset Toolbag (Bake/Lighting/Render) Special thanks to my old anatomy teacher & mentor, Jean-Baptiste Reynaud for his precious help on anatomy part explanation I've made this model based on a concept art by Guillaume Normand https://www.artstation.com/artwork/EVn2a0 to serve as a quadruped demo model for Akeytsu, a super cool animation software made in Lyon, FR (yep, we're quite proud of that ;)) In case it wasn't obvious, yep, I LOVE this toolset a lot ♥♥♥ This new dude allows you to see that not only biped characters are possible to rig & animate in Akeytsu, but also a wider range of anim-able (things ? ^^"). I'm personnaly using it since 2016 and I've rigged all my lil puppets with it =) Don't hesitate to try it !
  12. Time to calm down. 3DCoat development is and has always been one of the most efficient out there. Compared to stronger groups like autodesk, each Pilgway update is extremely generous, fresh and bring new tools to the table. I personnally understand that they can't publish fully stable beta releases here and in fact that's the point of this thread : you're here to help testing out the app on your side of choice, mine goes for painting, someone else will roll over sculpt room or UVs...etc. This way devs will have a clearer "bugmap" and that's definitely a clever way to proceed. Now if you downloaded this version for production, then you were simply not looking at the right place (it's a "Beta" testing thread, tools here are expected to come in unstable state and that's absolutely normal)
  13. As shown here, painting on overlapped UVs still seems impossible (I don't expect AO/Curvature bakes to work then). On 4.8.44 it's ok but curvature/AO bakes fails. Note that to me that's the last stable version for texturing (I'm fine with that), these bug were reported a few years ago, I personnally expect the 2021 to come out with fixes on this point which is really important when texturing atlasses for environments Issue can be reproduced using texturing tile plane template
  14. same as Hdharris (so I started with trial to test a few basic things), I found two issues : 1 - Activate the "Use w/other tools" on Fill tool, then toggle brush tool and click somewhere = crash (reproduced several times) 2 - MultiScreen support issue : Launch 3DCoat, then move window to another screen than the primary one, close 3DCoat and try to reopen it : it will launch on the last used screen, but if that screen wasn't the primary one, it freezes infinitely and you have to manually kill the process, unplug all screens, launch the app once more, plug back all screens and make sure 3DCoat stays on primary screen before ending your work session. Please note that this issue is "still there" and has probably nothing to do with the Beta itself Else, new UI feels super nice (overall more fluid and smooth), on 2560*1440 text feels a bit big by default as usual but that's fair enough (I'm tired it's late in FR but I'm excited to test it a bit more ! I feel a lot of hard work & effort has been made to empower ergonomy, and it's always a pleasure to see new wise made & smart thought tools, it's somehow very inspiring =)) Cheers :3
  15. Vexod14

    Some works arround Star Wars

    Latest character, made with 3DCoat akeytsu and Marmoset Toolbag 4 =D artstation post : https://www.artstation.com/artwork/w64ZaY Also, here are full PBR handpainting processes to achieve the result Some closeup of the texture (rendered in 3DCoat native render room, really nice to play with like other tools of the software =)) : Cheers !
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