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Vexod14

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Everything posted by Vexod14

  1. @Andrew Shpagin I got it, but I don't understand why this "UVMerge ignoring Material IDs" happens in case I hide (not delete, just hide) the Layer 0 in paint room. In other words, I could be on any other model having separate UVs per material ID, 3DCoat will still leads to the issue and that's precisely what I would like to see solved in this case. I know it can be fixed through multiple ways, like splitting back in UVRoom or reverting the file and use an older build that doesn't merge UVs on its own, but, well. It would be cool if UVs could simply stay attached to their matID. As long as I didn't merge those IDs, keeping UVs separated should be the default behavior, else it makes user feels like his file is not stable and could messup itself at any time he plays with opacity (that's why I touched the Layer 0, I know it's a specific layer so maybe there is unexpected behaviors that remains after a lot of the code has been reworked since the 4.8.44)
  2. I'm starting a new part of this project, it's about jedi (again, rhoooooolàlà how dare I ! ^^) I try to stream each day while making these assets so users can get a sneaky eye on the magical technique behind SWR textures (well, nothing magical. It's more about patience and enjoying the process =)) Here's my twitch : https://www.twitch.tv/vexod14
  3. This is attached to a separate material ID so no reason to shift UV coordinates. But this could explain why I'm able to paint outside islands and "solve" a first issue. UV layouts should always stay separate using their matID The same file in 4.8.44 shows seam issue if I save it with layer 0 off and reopen it, but once I toggle back layer 0 I no longer have the seam issue. In the latest version, once it breaks, it breaks and you can't retrieve a workable (except using source control like SVN/Dropbox, etc)
  4. Hello guys, Using the 2022-05 build I'm having an issue with padding not behaving as expected : Few issues, maybe having layer 0 off and opening an old saved file (4.8.44) led to these issues ? First one : seams clearly visible when painting (no realtime padding seems being made) Please notice the beige border near red painted areas along islands borders. Second one, as you can see, I can paint outside of the uv islands (never could do that before, usually I'm constrained in the existing islands). Here's what I have in 3DCoat's Texture Editor window : Anyone knows how this can happen and how I may avoid it ? (I've just sent the issued 3dcoat file to Andrew) I'll revert back to 4.8.44 so no worries I can pursue my own work, but I think this issue might affect compatibility with old files so it was worth warning you about it
  5. I've quickly tested out the 2022-04 about the unpaintable pixels using the default robot provided with 3DCoat, I always take this guy as it leads to issues under his shoulder pad's vents (probably curious UVs there). I confirm it's back to what I have using the 4.8.44 (current build I use in production), if not even better =) In fact, the 4.8.44 had another issue showing "apparently dead pixels", but when you turn off then on the painted layer, most of the time these pixels were no longer grey and the issues fades away. Now, the layer is correct once painted and that's nice =) Thank you guys for fixing this !
  6. Hello there ! I'm once again coming with the tile plane issue that seems unsovable. As a reminder, that's what happens everytime you try to use baking tools over overlapped UVs. The tile plane is a great use case, as it can be used to create tiling textures using the artistic touch you can provide thanks to how cool are 3D-Coat painting tools : To overcome the problem, I export the tiled texture as a tangent normalmap and I import it into Knald, which generates easily curvature, height...etc The problem is I have to do this every time I modify the texture in 3DCoat, so there would be 2 solution that might help a lot : - Fix the issue once and for all, so we no longer need Knald. 3DCoat baking tools are more various, and the curvature is simply the best one we can have in the game industry. Imagine how cool it would be if we could use it ! - Make a bridge that would send the normal in a temp folder, opens it in knald, and returns you a height and a curvature - Bonus : allows a layer to be tagged as curvature in its properties or in right click. So we could use the heightmap with ease (it's actually feasible, but not efficient to do as it's a bit McGyver-ish)
  7. @AndrewShpagin I've also reported this one multiple times and this is personally what prevents me to jump on 3DCoat 2021, a fix would be extremely appreciated
  8. Little new guy added to the cast Each skin variant painted as usual with our beloved 3D-Coat ♥ Yet I didn't follow completely the original designs (as you might have noticed, I like to take some artistic freedom when it comes to fan art ;)) I've also rigged/skinned/animated it through akeytsu, it was super simple (it's just about a big pelvis, no bend, two limited arms...but it was interesting to bring some life to this =)) The model is available on both artstation & flippednormals, simply search for "vexod14" once there Rendered using Marmoset Toolbag 4.03, modeled with 3dsMax I also did a new posing for the artstation thumbnail of Mevenn, sinci now she holds two lightsabers and has evolved in terms of posing, I thought it was the good moment to refresh it : In the meantime, I'm working hard to bring out more content in SWR, the demo made great impression so far over all the fandom, but it wasn't accomplished as I envisioned it. All I can tell is 3D-Coat still plays a vital part of it Cheers guys !
  9. Big update ! So, here we are. The demo is finally available in its very first public version ! Please take the time to read the following lines : - The demo is given for free, all you need to do is to register here on artstation, go to my store here : https://artstn.co/m/y138n and pick the demo. If you want to share the demo to a friend, please share the link to the free product instead of copying files on a USB key, it helps me having an idea of how many players tested it (it should also help reporting bugs later on, tracking who gets what...etc. Thanks in advance) I wish you will enjoy exploring this little project ! - Since it's "inspired by" star wars (but not only), you may reckognize environments, starfighters, destroyers...etc. Yet I didn't want to stick to existing designs at a "fanatic"-precision, so you may notice differences between official designs and those from Redemption - The demo comes in a v1.0, meaning we plan to add some more stuff to it in the near future. Yet a demo is a demo, not a AAA game. We will polish unfinished things, fix as many bugs as we can, add what's missing today regarding our ToDo-List, but it will stop there. Please refrain from making feature requests, we won't add them. Bugs can be reported here and we will see how many we could fix for a last version. - The game should run fine on most configs, if you experience any lag, please go in options, set a different game quality ("screenpercentage" doesn't work yet) and launch a level (this will apply new settings). The game runs smoothly on a 2080 RTX with a i7 9th Gen & 8GB of RAM so if you've got this (or better) it's good ! By default game quality is set to Epic, the "Ultra" mode is here for "Cinematic" quality, but is visually not this better, only sharp trained eyes will seea difference. - At the moment, the game only offers to explore levels & collect little flying creatures called "ForceGhosts". To finish a level, you need to find them all and reach the end trigger box. -Trigger boxes aren't always placed at the end of a level, since some levels have a "loop" flow, but every time the box is on the biggest "Exit door" of the level (not necessary a door visually...but I guess you've got it ) This first public release is here to thank all of the fans of the project who have been waiting patiently for this, as well as a simple tribute to the fantastic & inspiring StarWars universe. I don't know what I would be today if this Far far away Galaxy didn't exist. It's something that is part of me, of a lot of people, and I wish this addition will serve at its best the most of us ! Here is the game cover, you have the file amongst some more in the final folder if you want to change for fresh wallpapers Also it's funny but here's the Cover in akeytsu ^^ Yep. It's a great tool to do a lot of things +D With the release of this demo, we've made a Trailer. And it's almost as heavy as making the game, it involves especially a different approach of animation, since you're making shots and not realtime game cycles, it's okay to have a bad pose when you turn around, the superior rule is to take care or arcs, posings, motion through frames. Bend your characters if you need to make them follow strong arcs, don't be affraid of breaking their arms & legs. Well. Here's that trailer:
  10. Wip wip wip +D I really love this environment vibes ♥ Holobooks needs more life btw, It's just a draft ^^ I also decided to cut off one of the blades to give that lightsaber a more brutal feeling
  11. 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 ;))
  12. 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
  13. 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
  14. 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
  15. 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.
  16. 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 :
  17. Hi ! I definitely agree with these, and would add mine 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. It happens regularly 4. Import vertex normals when using "import a mesh as brush alpha", this would allow using waaaay 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). This also happens on non-straigtened UVs or tiny ones. Rendering grey pixel in 3D-Coat's viewport is a "why not" to me, but exporting messed up pixels in texture is a real pain
  18. Thank you @Carlosan for featuring my work once more !
  19. 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 !
  20. 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 !
  21. 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)
  22. 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
  23. 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
  24. 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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